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> [*Exclusive] <+ [Neo-Gauge] ->, 3 colors gauge with outline~ + New HP/MP Gauge!!
woratana
post Apr 9 2008, 10:46 PM
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Neo Gauge
Version 1.0
by Woratana
Release Date: 09/04/2008


Introduction
Here is the script to make 3 colors gauge, and draw 3 levels outline. (You can choose to use outline or not though tongue.gif)

I scripted it after saw some screenshots from my friend's XP game that using Cogwheel gauge,
then I think VX should have other kind of gauge rather than normal gradient_fill_rect smile.gif

You can use this in your game/script for other use by copy the Neo-Gauge part.
And if you want to use it for HP/MP gauge, I've scripted that for you laugh.gif

It's now support horizontal and vertical line.
Feels free to edit it as you want, or ask me if you've any question about this script. wink.gif



Features
CODE
# - Support horizontal/vertical gradient bar
# - Draw 3 colors gradient / user can choose spot to draw second color
# - Easy to setting gauge style
# - 2 New methods to help edit bitmap



Screenshot
Some of screenshots when I tested it:
< Test vertical gauge








Scripts
Here is Neo Gauge part~
Attached File  neogauge15.txt ( 7.03K ) Number of downloads: 1359

It contains method to draw neo gauge + some (maybe) useful methods for bitmap. smile.gif

If you want to use Neo Gauge for HP/MP gauge in your game, then get this script too.
Attached File  neohpmpgauge15.txt ( 3.08K ) Number of downloads: 1511

It's using red for HP bar, and blue for MP bar, and you can easily change it.
Just look for the lines that I commented in this script.

** If you are using Neo Gauge for limit break too, add this script below HP/MP Gauge part.
CODE
class Window_Base < Window
  HPMP_GAUGE_X_PLUS = HPMP_GAUHE_X_PLUS
end



Instruction
Place this script above main, and it will work fine smile.gif

You can setup Neo-Gauge to the style you like in part
CODE
# NEO GAUGE SETTING #


For HP/MP gauge script, there are some settings that you can change in.
CODE
# NEO HP/MP GAUGE SETTING #


You can change gauge back color in this part:
CODE
  #------------------------------------------------------------
  # * Neo Gauge Back Color: Return back colors
  # Set Gauge back color here~ #
  #------------------------------------------------------------

Look for these 3 lines:
CODE
    c1 = Color.new(0, 0, 0) # Black [Color1]
    c2 = Color.new(100, 100, 100) # Dark Gray [Color2]
    c3 = Color.new(200, 200, 200) # Light Gray [Color3]

c1 is color in the left side, c2 is in the center, and c3 is in the right side.

HP/MP gauge's colors are in these parts
CODE
# [Rewrite] * Draw HP gauge

and
CODE
  # [Rewrite] * Draw MP Gauge



Compatibility
No report for compatibility yet.
However, I think the script part for HP/MP gauge may crash with other script that do something with:
- draw_actor_hp_gauge
- draw_actor_mp_gauge


Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission.
And don't post this script out of http://rpgrevolution.com/ without permission.


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neclords
post Apr 12 2008, 09:25 AM
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Nice script, sir woratana..

By the way...
If i had another gauge bar how to customize it to make glow same with HP and MP...

Thanks..


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woratana
post Apr 12 2008, 10:17 AM
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Thanks! :3

You can just copy the script in def draw_actor_hp_gauge from here:
http://www.rpgrevolution.com/forums/index....post&id=545

CODE
    gwidth = width * actor.hp / actor.maxhp
    cg = neo_gauge_back_color
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x,y, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
    c1 = Color.new(139,0,0) # Dark Red
    c2 = Color.new(255,0,0) # Pure Red
    c3 = Color.new(255,255,0) # Pure Yellow
    draw_neo_gauge(x, y, gwidth, HPMP_GAUGE_HEIGHT,
c1, c2, c3, false, false, width, 30)


change line:
CODE
gwidth = width * actor.hp / actor.maxhp

to
CODE
gwidth = (formula to calculate left HP/MP/whatever)


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kami no kitsune
post Apr 13 2008, 03:55 PM
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Hey wora, can you make it run with KGC's Overdrive Script?


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woratana
post Apr 13 2008, 04:46 PM
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@Kami no kitsune
Done!


I hope you like it >_>~

CODE
class Window_Base
  #------------------------------------------------------------
  # * Overdrive Color
  # Set Overdrive back color here~ #
  #------------------------------------------------------------
  def neo_gauge_overdrive(max)
    if max # Max Overdrive Gauge
      c1 = Color.new(255, 127, 0)
      c2 = Color.new(255, 255, 36)
      c3 = Color.new(255, 127, 0)
    else # Normal Overdrive Gauge
      c1 = Color.new(238, 238, 0)
      c2 = Color.new(218, 165, 32)
      c3 = Color.new(238, 238, 0)
    end
    return c1, c2, c3
  end
  #===================================================================
  
  def draw_actor_od_gauge(actor, x, y, width = 120)
    return unless actor.od_gauge_visible?
    gw = width * actor.overdrive / actor.max_overdrive
    cg = neo_gauge_back_color
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width,
HPMP_GAUGE_HEIGHT, c1, c2, c3)
    if gw == width # Max?
      p 'max!'
      cg = neo_gauge_overdrive(true)
    else # Not Max~
      cg = neo_gauge_overdrive(false)
    end
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT,
c1, c2, c3, false, false, width, 50)
  end
end


You need 2 scripts in the first post to make this run >_>~ place it above main.

You can change overdrive bar color from:
QUOTE
def neo_gauge_overdrive(max)
if max # Max Overdrive Gauge

# COLORS FOR MAX GUAGE
c1 = Color.new(255, 127, 0)
c2 = Color.new(255, 255, 36)
c3 = Color.new(255, 127, 0)

else # Normal Overdrive Gauge
# COLORS FOR NORMAL GUAGE
c1 = Color.new(238, 238, 0)
c2 = Color.new(218, 165, 32)
c3 = Color.new(238, 238, 0)


end
return c1, c2, c3
end


Neo-gauge require 3 colors instead of 2 colors as normal gauge smile.gif


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Endzeit
post Apr 13 2008, 05:49 PM
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Wow this is really nice! I'd like to see something like this in XP too, since it is what I've decided on using. *throws away VX*


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kami no kitsune
post Apr 13 2008, 07:42 PM
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I think that I'm doing something wrong, because when i use this add-on for the overdrive I get an error about HPMP_GAUGE_X_PLUS being an uninitialized variable. I think I'm doing something wrong. I put this addon as a new script with the name 'Wora neo overdrive' above main and below the other two scripts.
The exact error is
CODE
Script 'Wora neo overdrive' line 25: NameError ocurred.
uninitalized constant Window_Base::HPMP_GAUGE_X_PLUS


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woratana
post Apr 13 2008, 07:46 PM
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@Endzeit
Someone already ask me about this too. smile.gif
I may do it. Not sure yet.

@Kami
Oh! XD

That's because I mispell that word in this script,
http://www.rpgrevolution.com/forums/index....post&id=545

so, in the script above (HP/MP gauge part)
change, HPMP_GAUHE_X_PLUS to HPMP_GAUGE_X_PLUS


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kami no kitsune
post Apr 13 2008, 07:55 PM
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Woratana FTW! I dont know what would I do without you... and without derVVulfman.... and without Nechi.....

DAMN! Up to now, scripters in this forum did more work than me. Thank you all.


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woratana
post Apr 13 2008, 07:59 PM
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I'm glad to help, Kami.smile.gif

looking forward to play your game~ >_>


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Gugugulalala
post May 19 2008, 12:21 PM
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Do you have a script that shows an action bar on the battle?
Like a character turn bar, that fills up based on his agility status?
Just like old ff battles
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YanXie
post May 19 2008, 01:15 PM
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That was a totally different thing >_>

Search for Active Time Battle System for that.


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woratana
post May 19 2008, 03:36 PM
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Yeah.

Thanks puppeto. smile.gif


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cmpsr2000
post May 19 2008, 06:45 PM
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Very cool script, great job wora! thumbsup.gif


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TheSoupKitchen
post May 19 2008, 07:09 PM
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I now only need to know how to get the overdrive script to work.
Any help will be great thnx.

This post has been edited by TheSoupKitchen: May 19 2008, 08:42 PM
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drebenk
post May 20 2008, 03:47 AM
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@woratana WOOO-HOOO!!! Great Script mate! I love it!!!

BTW how is your quest script going? I want to use a good quest script so bad and you are our only hope. ^^


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TheSoupKitchen
post May 20 2008, 03:32 PM
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Ok nvm i got it working


This post has been edited by TheSoupKitchen: May 21 2008, 04:45 PM
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zhein04
post May 21 2008, 06:16 PM
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Can you make it compatible with DVV's Limitbreak script?
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woratana
post May 21 2008, 06:29 PM
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Sure! try this smile.gif
I haven't test, let me know it works or not~

CODE
class Window_Base
  #------------------------------------------------------------
  # * Overdrive Color
  # Set Overdrive back color here~ #
  #------------------------------------------------------------
  def neo_gauge_overdrive(max)
    if max # Max Overdrive Gauge
      c1 = Color.new(255, 127, 0)
      c2 = Color.new(255, 255, 36)
      c3 = Color.new(255, 127, 0)
    else # Normal Overdrive Gauge
      c1 = Color.new(238, 238, 0)
      c2 = Color.new(218, 165, 32)
      c3 = Color.new(238, 238, 0)
    end
    return c1, c2, c3
  end
  #===================================================================

  def draw_actor_lb(actor, x, y, width = 120)
    return unless actor.lb_gauge_visible?
    gw = width * actor.limitbreak / LB_MAX
    cg = neo_gauge_back_color
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width,
HPMP_GAUGE_HEIGHT, c1, c2, c3)
    if gw == width # Max?
      p 'max!'
      cg = neo_gauge_overdrive(true)
    else # Not Max~
      cg = neo_gauge_overdrive(false)
    end
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT,
c1, c2, c3, false, false, width, 50)
  end
end


Before try it, read post #8 in this topic and change as I said in there first. smile.gif


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Guest_From_Ariel_*
post May 22 2008, 09:40 AM
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could it be made compatible with Mog basic menu plus's exp gauge ?
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