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> Burst Gauge v1.9b, Last Update: 02-05-10
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jaydee15
post Aug 11 2009, 10:58 PM
Post #41


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QUOTE (wltr3565 @ Aug 8 2009, 09:37 PM) *
Spoiler:
CODE
=begin
================================================================================
                     Burst Gauge text setup
================================================================================
For adjusting the "Burst" text position if you don't like the position.
You need my Burst Gauge installed.
================================================================================
=end

module WLTR
module BURST_GAUGE_SETUP
  
TEXT_X = 50 #Text's X coordinate. Positive numbers will make the text move to
            #right. Negative numbers will make the text move to left. Counted by
            #pixels.
            
TEXT_Y = -10#Text's Y coordinate. Positive numbers will make the text move to
            #bottom. Negative numbers will make the text move to top. Counted by
            #pixels.
end
end
class Window_Base < Window

  
  def draw_burst_gauge(x = 10, y = 0, width = 366)
    self.contents.clear
    text = sprintf(WLTR::BURST_GAUGE_SETUP::BURST_NAME)
    self.contents.draw_text(WLTR::BURST_GAUGE_SETUP::TEXT_X,WLTR::BURST_GAUGE_SETUP::TEXT_Y,200,WLH-8, text)
    gw = width * $game_party.Burst_Gauge / $game_party.total_burst
    if $game_party.burst_activate?
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1])
  else
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3])
  end
    self.contents.fill_rect(x, y + WLH - 8, width, 10, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end

Put that below the Burst Gauge script. The instructions are in the script.

EDIT: I found a bug when using Yanfly's Victory Aftermath. The exp bonus seems like didn't applied. The problem is fixed now. The script is now updated already.

@wltr3565:
I know I am kinda annoying on this, but the "Burst" word disappeared when I changed the original Y-value (-10 to +10--though I didn't put the +sign)...
Edit: Never mind that post; I just remarked what I have done wrong... Silly me! But I have found a new error...:



It is somewhat explained in the Image...

This post has been edited by jaydee15: Aug 11 2009, 11:07 PM


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wltr3565
post Aug 12 2009, 10:11 AM
Post #42


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I hope this works. It will be a bug fix for the default script. Here:
Spoiler:

CODE
=begin
================================================================================
                     Burst Gauge text setup v.1.1
================================================================================
For adjusting the "Burst" text position if you don't like the position.
You need my Burst Gauge installed.
================================================================================
=end

module WLTR
module BURST_GAUGE_SETUP
  
TEXT_X = 10 #Text's X coordinate. Positive numbers will make the text move to
            #right. Negative numbers will make the text move to left. Counted by
            #pixels.
            
TEXT_Y = 0  #Text's Y coordinate. Positive numbers will make the text move to
            #bottom. Negative numbers will make the text move to top. Counted by
            #pixels.

NEW_WLH = 24 #Just in case that the "Burst" text didn't shown properly. It's
             #because the needed room, line height, doesn't enough to show the
             #entire text. Enter it to your liking, but don't enter it 16 or
             #under, else it won't show anything.
            
end
end
class Window_Base < Window

  
  def draw_burst_gauge(x = 10, y = 0, width = 366)
    self.contents.clear
    gw = width * $game_party.Burst_Gauge / $game_party.total_burst
    if $game_party.burst_activate?
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1])
  else
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3])
  end
    self.contents.fill_rect(x, y + WLH - 8, width, 10, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    text = sprintf(WLTR::BURST_GAUGE_SETUP::BURST_NAME)
    self.contents.draw_text(WLTR::BURST_GAUGE_SETUP::TEXT_X,WLTR::BURST_GAUGE_SETUP::TEXT_Y,200,WLTR::BURST_GAUGE_SETUP::NEW_WLH, text)
  end
end


The instructions are the same. I made the text overlapping the gauge to make it show properly. The gauge must be made some of the text "erased"... And the top ones that doesn't show on the top must be because the window height is not enough to draw it. Maybe I should make the gauge layout adjustable in the next update...

EDIT:
@SuperMega:
Have you changed the settings? Of course it won't show because the position is out of the window's showing limits.

This post has been edited by wltr3565: Aug 12 2009, 10:27 AM


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Lovejaw
post Aug 12 2009, 10:30 AM
Post #43



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So is there any big flashy animation for when the guage fills like in Atelier Iris and Mana Khemia? Like a flash of light, SFX and the words BURST! appearing on screen?


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wltr3565
post Aug 12 2009, 11:03 AM
Post #44


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




@LoveJaw:
At last I found someone that played it too!
Sorry, this script can't change background and playing animation as it full for now. But it does play a sound effect. I'm trying to make a picture pop up when it's full though. This script copies function of the Burst Gauge like skill effect upgrade for players only and experience + money bonus. And extra things like giving states to players and Burst-only skills (next update). I do wish there's some Skill Gauge system like Atelier Iris 2 and 3.
Flash light? I never see it exist in the game, but "Burst mode on" picture does show. That's what I'm trying to do.

This post has been edited by wltr3565: Aug 12 2009, 11:16 AM


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Isumi
post Aug 12 2009, 03:37 PM
Post #45


Lol
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Type: Musician




Wow, this is very nice script, wltr. Is it possible to make a united attack (similar like Suikoden series), that consumes whole burst gauge?
I'll definetly use this for my game! wink.gif


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Supergodjesus
post Aug 12 2009, 06:03 PM
Post #46



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Type: Designer
Alignment: Unaligned




If I may make a suggestion for a possible future feature, I think it would be awesome if you made it so certain skills and abilities either raised or lowered the burst meter by certain amounts. Like if you could make a skill and then put something in the notebox for the skill which adds +x amount to the burst meter, or subtracts x amount from the burst meter.


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SuperMega
post Aug 12 2009, 06:10 PM
Post #47



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Type: Writer




QUOTE (wltr3565 @ Aug 12 2009, 11:11 AM) *
I hope this works. It will be a bug fix for the default script. Here:
Spoiler:

CODE
=begin
================================================================================
                     Burst Gauge text setup v.1.1
================================================================================
For adjusting the "Burst" text position if you don't like the position.
You need my Burst Gauge installed.
================================================================================
=end

module WLTR
module BURST_GAUGE_SETUP
  
TEXT_X = 10 #Text's X coordinate. Positive numbers will make the text move to
            #right. Negative numbers will make the text move to left. Counted by
            #pixels.
            
TEXT_Y = 0  #Text's Y coordinate. Positive numbers will make the text move to
            #bottom. Negative numbers will make the text move to top. Counted by
            #pixels.

NEW_WLH = 24 #Just in case that the "Burst" text didn't shown properly. It's
             #because the needed room, line height, doesn't enough to show the
             #entire text. Enter it to your liking, but don't enter it 16 or
             #under, else it won't show anything.
            
end
end
class Window_Base < Window

  
  def draw_burst_gauge(x = 10, y = 0, width = 366)
    self.contents.clear
    gw = width * $game_party.Burst_Gauge / $game_party.total_burst
    if $game_party.burst_activate?
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[0])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[1])
  else
    gc1 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[2])
    gc2 = text_color(WLTR::BURST_GAUGE_SETUP::COLOR[3])
  end
    self.contents.fill_rect(x, y + WLH - 8, width, 10, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    text = sprintf(WLTR::BURST_GAUGE_SETUP::BURST_NAME)
    self.contents.draw_text(WLTR::BURST_GAUGE_SETUP::TEXT_X,WLTR::BURST_GAUGE_SETUP::TEXT_Y,200,WLTR::BURST_GAUGE_SETUP::NEW_WLH, text)
  end
end


The instructions are the same. I made the text overlapping the gauge to make it show properly. The gauge must be made some of the text "erased"... And the top ones that doesn't show on the top must be because the window height is not enough to draw it. Maybe I should make the gauge layout adjustable in the next update...

EDIT:
@SuperMega:
Have you changed the settings? Of course it won't show because the position is out of the window's showing limits.

I've been working on it, but I've got no luck. Is it my script placement that's screwing it up? I've got it like this:

Burst Gauge
Burst Window position adjuster
Neo Gauge Final
Gradient Bug fix for above
Burst Neo Gauge Addon
Burst Gauge Text Fix






This post has been edited by SuperMega: Aug 12 2009, 06:12 PM
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jaydee15
post Aug 13 2009, 02:24 AM
Post #48


Something coherent... Also Muscle Milk
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Type: Writer
Alignment: Lawful Good




@wltr3565:
I might not have read the Instructions correctly, but is it normal if the Burst Gauge resets at every battle, or is it made to reset at each battle?


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==========
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Mr. Bubble
post Aug 13 2009, 03:46 AM
Post #49



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QUOTE (SuperMega @ Aug 12 2009, 11:10 AM) *
I've been working on it, but I've got no luck. Is it my script placement that's screwing it up? I've got it like this:

Well, the Neo Burst Gauge script isn't going to work with the text fix since they both overwrite the same method.

I've updated the Neo Gauge add-on to include the options wltr included in his text fix script. http://www.rpgmakervx.net/index.php?s=&...st&p=159609

You won't need the Burst Gauge Text fix or old Neo Burst Gauge script if you use this latest version.


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wltr3565
post Aug 13 2009, 07:41 AM
Post #50


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




@Mr.Bubble:
As well the original one's update. I'll think for the users to adjust the layout...

@Isumi:
Next update and you can manipulate it somehow. I'm making some skills will to need the Burst to activate. And there's an option to make the gauge to zero after use too. You can use this function afterwards smile.gif.

@Supergodjesus:
My weakness is note tags! And that's like KGC overdrive... I'll try, if I can get it.

@jaydee15:
It resets each battle. That's the burst gauge built for. Or should I have an option to make the gauge to be kept for each battle?


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Supergodjesus
post Aug 13 2009, 01:58 PM
Post #51



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Alignment: Unaligned




You're the man wltr3565. Thank you for contributing this script, it really does add a nice new layer of tactical thinking to battles (im thinking full burst gauge + overdrives = massive temporary pwnage for my game).

Any ideas on when the next update will be? I am excited about it smile.gif


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SuperMega
post Aug 13 2009, 02:15 PM
Post #52



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Type: Writer




QUOTE (Mr. Bubble @ Aug 13 2009, 03:46 AM) *
Well, the Neo Burst Gauge script isn't going to work with the text fix since they both overwrite the same method.

I've updated the Neo Gauge add-on to include the options wltr included in his text fix script. http://www.rpgmakervx.net/index.php?s=&...st&p=159609

You won't need the Burst Gauge Text fix or old Neo Burst Gauge script if you use this latest version.

Thanks a ton Mr. Bubble, I got it working just fine!
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wltr3565
post Aug 13 2009, 02:34 PM
Post #53


The best BAKA ever
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@supergodjesus:
I'm doing to make the gauge layout adjustable just by using the core script. I must care about layouts from now on...


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SephirothXD
post Aug 13 2009, 03:35 PM
Post #54


Revelation
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I like this one very munch, i going to try this in my game i hope it work whit out problems. PD: i love atelier irirs 3
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jaydee15
post Aug 13 2009, 07:54 PM
Post #55


Something coherent... Also Muscle Milk
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Type: Writer
Alignment: Lawful Good




QUOTE (wltr3565 @ Aug 13 2009, 01:41 AM) *
@Mr.Bubble:
As well the original one's update. I'll think for the users to adjust the layout...

@Isumi:
Next update and you can manipulate it somehow. I'm making some skills will to need the Burst to activate. And there's an option to make the gauge to zero after use too. You can use this function afterwards smile.gif.

@Supergodjesus:
My weakness is note tags! And that's like KGC overdrive... I'll try, if I can get it.

@jaydee15:
It resets each battle. That's the burst gauge built for. Or should I have an option to make the gauge to be kept for each battle?


@wltr3565:
It is up to you. It could be an addon... After all, it is your script, so you decide! XD


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wltr3565
post Aug 14 2009, 02:38 PM
Post #56


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




Well, I could say that from this post, a good upgrade of this script is done!

What's added?
- Play BGM while bursting (read the FAQ before asking)
- Make skills only be available while bursting. Can be a good match with other overdrive scripts without any problems too!
- Confirm that the skills assigned with the feature above to consume the burst gauge (not fully, but it will decrease and ran out somehow)
- The gauge increasement can be suppressed while bursting.
- Control the layout just straight with the script itself.
- Damage while guarding will not decrease the gauge. Adjustable.
- Heal HP and MP as the burst activates.

That's all what I remember. Sorry, but cut-ins as the burst activates is outlimits from my skills for now sad.gif.


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ashbash361
post Aug 15 2009, 08:34 AM
Post #57



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Is there a way that you can change music when you have full burst? I don't have rmvx on this computer so I need
someone to tell me, cool if it did!! rolleyes.gif
Sorry! I only just noticed the updates! This my first time! Soz!

This post has been edited by ashbash361: Aug 15 2009, 08:36 AM
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Kinger556
post Aug 19 2009, 02:52 PM
Post #58



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.
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Mithran
post Aug 19 2009, 04:02 PM
Post #59


Scripter
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@Kinger556 - Don't spam. Don't reply to this.


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Aranarther
post Aug 25 2009, 10:17 PM
Post #60


Boredom ;_;
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Hmmm I want to change the Y position of the gauge but everytime I make it above 10 or so, it just disappears from the screen. I don't know if it is a scripting error or I'm just making some stupid mistake but could someone help me a bit? >_>.


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Spoiler:

Progress:
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