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> KGC_GenericGauge, simple custom gauge graphics
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Mr. Bubble
post Jun 20 2011, 07:04 PM
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Generic Gauge Graphics - KGC_GenericGauge
Last Update: 2009/09/26
Created by tomy ( http://ytomy.sakura.ne.jp/ )



This is part of an on-going project to update and restore KGC scripts to have their own individual topic for easier user reference.

About "Last Update" timestamps:
Last update timestamps refer to the date as defined on the original KGC website. This is to keep track of whether scripts are up-to-date or not.


Summary
This script provides the implementation of simple gauge graphics based off images placed in the Graphics/System folder. See the screenshot above for a visual example.

By default, KGC_GenericGauge rewrites how the HP and MP gauges are drawn. It also adds a gauge for EXP to next level in the Status screen.

The following KGC scripts support KGC_GenericGauge if you have both installed simultaneously:



The date provided by each script is the latest version as printed on the KGC website (as of June, 2011). If you have a version that is older than the date listed, it will not support KGC_GenericGauge.

Script
Attached File  KGC_GenericGauge.txt ( 13.1K ) Number of downloads: 562

Attached File  KGC_GenericGauge_Graphics.zip ( 9.36K ) Number of downloads: 578

If pasting the script in your script editor results in the code appearing all on one line, simply download the txt file onto your hard drive and copy it from Notepad.
The zip contains gauge graphics for all supported KGC scripts mentioned above. Do not rename the files. Place graphics in the \Graphics\System folder of your project.

Installation
Paste this script into its own page within the "Materials" section in the script editor of your project.
Download the KGC_GenericGauge_Graphics.zip and place its contents in the \Graphics\System folder of your project.

How to Use
All customization is done within the customization module within the script. Please read the comments thoroughly.

Gauge graphics have a design requisite:

  1. 24x24 - Left side of gauge background. It is not affected by gauge scaling.
  2. 72x24 - Center of gauge background. This section is scaled horizontally.
  3. 24x24 - Right side of gauge background. It is not affected by gauge scaling.
  4. 72x32 - Internal gauge, overlays section 2. This section is scaled horizontally.

In-game example with a 30 degree slant:



Compatibility
gagay Disgaea Skill System Patch - By Mr. Bubble

This script will have compatibility issues with other scripts that overwrite draw_actor_hp_gauge and draw_actor_mp_gauge.
Do not use with old versions of KGC_BitmapExtension.

If you want a compatibility patch between KGC Generic Gauge and another script that uses custom gauges, post in this topic with the link to the other script. I may make a patch for you.


FAQ

Why do I get this error?

Spoiler:
Outdated verstions of KGC_BitmapExtension will produce an error within
this script. If you are using an outdated version, update to the latest
version or remove KGC_BitmapExtension from your project.


How can scripters make their own gauges using custom values?
Spoiler:
CODE
  #--------------------------------------------------------------------------
  # Notes to Scripters
  #--------------------------------------------------------------------------
  # Drawing your own custom gauge within a window can be done by using a single
  # method:
  #
  #   draw_gauge(file, x, y, width, value, limit, offset, len_offset, slope,
  #     gauge_type = :normal)
  #
  # ++ Draw Gauge Arguments
  #     file       : Gauge image filename
  #     x, y       : x, y draw coordinates
  #     width      : Gauge width
  #     value      : Current value
  #     limit      : Max gauge value
  #     offset     : Gauge coordinate adjustment [x, y]
  #     len_offset : Length Adjustment
  #     slope      : Gauge slope degree (-89~89)
  #     gauge_type : Gauge type ( :normal , :decrease , :increase )
  #--------------------------------------------------------------------------
  # gauge_type determines how the gauge fills depending on the current
  # value of the gauge.
  #--------------------------------------------------------------------------



Terms and Conditions
http://ytomy.sakura.ne.jp/tkool/rpgtech/rules.html
Editing and modifying the script is okay. Just don't say you made it all yourself.
Permission to use is not necessary.
Copyright information/documentation for KGC scripts is not necessary.


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Machphi
post Jun 21 2011, 06:29 PM
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OMG thank you! biggrin.gif
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Mr. Bubble
post Jun 27 2011, 12:26 PM
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Updated with a link to the version of KGC_Overdrive that can utilize KGC_GenericGauge.


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M3lk0r
post Jul 8 2011, 01:15 PM
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Thanks for this, adn also for all the tohers KGC scripts, they are great and you're doing a hell of a job updating this for the community, people should recognize that from you, keep the hard work.


--------------------
I support:

Spoiler:






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Mr. Bubble
post Jul 10 2011, 07:00 AM
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Link added to KGC Equip Extension w/ generic gauge support.


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Mr. Bubble
post Aug 23 2011, 06:58 AM
Post #6



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Added a link to KGC_SkillCPSystem which now supports generic gauges for CP gauges.

All KGC scripts which now support KGC Generic Gauge have now been updated to their latest versions.

Also... I guess since this is relatively easy, if you want to request KGC Generic Gauge support for another non-KGC script that uses custom gauges, you may request it here. I may do it for you.


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xein
post Aug 23 2011, 03:09 PM
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Then can you make it compatible with Melody 1.00m, please?

For battle that is.

This post has been edited by xein: Aug 23 2011, 03:10 PM


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Mr. Bubble
post Aug 23 2011, 06:25 PM
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QUOTE (xein @ Aug 23 2011, 08:09 AM) *
Then can you make it compatible with Melody 1.00m, please?

For battle that is.


Can you be more specific please.


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xein
post Aug 24 2011, 03:46 AM
Post #9



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Ok, I tried to place the script in YEM & BEM 1.00m. The gauges did appear in the menu but did not appear in battle.
I was hoping to have them also appear in battle, overwriting the current gauges. Having them fit the actor's portrait with HP and MP at the bottom. While Rage and Overdrive (if they exist) at the top of the portraits.

I did post a topic asking for help in this matter (not specific) in RGSS2 Scripting language support, here:
http://www.rpgmakervx.net/index.php?showto...mp;#entry456920


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Wesker T02
post Aug 28 2011, 11:43 AM
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I keep getting an error message every time I enter combat or open my menu saying:

Script 'Generic Gauge' Line 251: ArgumentError occurred
wrong number of arguments(9 for 7)


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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Mr. Bubble
post Aug 28 2011, 02:02 PM
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QUOTE (xein @ Aug 23 2011, 08:46 PM) *
Ok, I tried to place the script in YEM & BEM 1.00m. The gauges did appear in the menu but did not appear in battle.
I was hoping to have them also appear in battle, overwriting the current gauges. Having them fit the actor's portrait with HP and MP at the bottom. While Rage and Overdrive (if they exist) at the top of the portraits.

I did post a topic asking for help in this matter (not specific) in RGSS2 Scripting language support, here:
http://www.rpgmakervx.net/index.php?showto...mp;#entry456920

I will work on this soon.

QUOTE (Wesker T02 @ Aug 28 2011, 04:43 AM) *
I keep getting an error message every time I enter combat or open my menu saying:

Script 'Generic Gauge' Line 251: ArgumentError occurred
wrong number of arguments(9 for 7)

Possible script incompatibility. I will need more information. You can list what other scripts you're using or make a demo for me to look at.

Also, make sure you're not loading from an old save file.


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Wesker T02
post Aug 28 2011, 02:41 PM
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QUOTE (Mr. Bubble @ Aug 28 2011, 02:02 PM) *
Possible script incompatibility. I will need more information. You can list what other scripts you're using or make a demo for me to look at.


I've tried removing some of my other scripts and it still has the error
BigEd781' Final Fantasy IX Menu - Error persisted after removing
BigEd781's Final Fantasy IX Save Screen - Error persisted after removing
KGC_GenericGauge
KGC_EnemyHPGauge - Error persisted after removing
KGC_OverDrive - Error persisted after removing
Shanghai's Overkill - Error persisted after removing
BigEd784's Battle End script(Dont remember the actual name) - Didnt remove because error is before battle even starts
Redyugi's Level Up - ^Same as above
KGC_ForceStopVictoryME -^ Same as above
Reedo's Skill-On-Equip Lite - Didnt remove
GB Production's Disgaea Skill Level System - Didnt remove
Mithran's Critical Skills - Didnt remove
KGC_EquipExtension - Error persisted after removing
Cylindrical's Synthesis Shop - Error persisted after removing

QUOTE (Mr. Bubble @ Aug 28 2011, 02:02 PM) *
Also, make sure you're not loading from an old save file.


Nope, always with a fresh game. It even does it turning the test battle in the troops tab in the database.

EDIT: I found the problem, I removed GB Production's Disgaea Skill Level System and the game ran just fine without the error. I'm assuming it has something to do with the bar's appearing in the Skill menu for the skill's XP. Would there be any way to have these two work together without the error returning?

This post has been edited by Wesker T02: Aug 28 2011, 03:26 PM


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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Mr. Bubble
post Aug 28 2011, 11:20 PM
Post #13



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QUOTE (Mr. Bubble @ Aug 28 2011, 07:02 AM) *
Possible script incompatibility.


QUOTE (Wesker T02 @ Aug 28 2011, 07:41 AM) *
EDIT: I found the problem, I removed GB Production's Disgaea Skill Level System and the game ran just fine without the error. I'm assuming it has something to do with the bar's appearing in the Skill menu for the skill's XP.

Told ya. tongue.gif

QUOTE
Would there be any way to have these two work together without the error returning?


Yes.


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Wesker T02
post Aug 29 2011, 12:33 AM
Post #14



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QUOTE (Mr. Bubble @ Aug 29 2011, 12:20 AM) *
Yes.


And how would I go about fixing this? Lol


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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Mr. Bubble
post Aug 29 2011, 12:35 AM
Post #15



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QUOTE (Wesker T02 @ Aug 28 2011, 05:33 PM) *
And how would I go about fixing this? Lol

Just make a demo with the scripts or link to the script and I'll do it.


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Wesker T02
post Aug 29 2011, 12:38 AM
Post #16



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Edit: Attached the script

Attached File  Skill_Level.txt ( 101.03K ) Number of downloads: 7


This post has been edited by Wesker T02: Aug 29 2011, 12:44 AM


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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Mr. Bubble
post Aug 29 2011, 12:43 AM
Post #17



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Why don't you just link to the script's topic? dry.gif


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Wesker T02
post Aug 29 2011, 12:46 AM
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Lol I would have, but the topic only had a demo, plus I wasnt sure if any of the changes I made to the script might have affected it. My last post has the script attached if you didnt see it.


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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Mr. Bubble
post Aug 29 2011, 02:42 AM
Post #19



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QUOTE (Wesker T02 @ Aug 28 2011, 05:46 PM) *
Lol I would have, but the topic only had a demo, plus I wasnt sure if any of the changes I made to the script might have affected it. My last post has the script attached if you didnt see it.

Patch is in the first post. Make sure you read the installation instructions.

The gauge graphic is set to use GaugeEXP by default, but you can change it to whatever else you want, of course.


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Wesker T02
post Aug 29 2011, 02:00 PM
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I did what you said and put the script below the other two, but the error keeps coming up. And now when I enter a battle, I get:

Script 'Overdrive' Line 1061: ArgumentError occurred
wrong number of arguments(9 for 7)

Edit: Disabling the generic gauge option in the overdrive script only makes the original error come up.

This post has been edited by Wesker T02: Aug 29 2011, 02:23 PM


--------------------
Projects:
Spoiler:
Reunited Legends: 1% (Scraped: RM2k)
DBZ Legend of Vegeta: 1% (Scraped: RM2k)
Divine Crisis: 10% (Scraped: RM2k3)
Omega Genesis: 20% (Scraped: XP, Considering Restarting under VX)
Neo Saga: 100% (Completed: VX)
Neo Saga II: 10%(Under Construction: VX, Title Pending)




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