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Found 5 results

  1. Links to plugins: As the title says, when DreamX's Battle Status Core extension is used in a project also containing YEP's sectioned gauges, the sectioned gauges are not drawn in battle. I assume this is because DreamX's extension didn't take into account that sectioned gauges could also be used too. See the attached image for an example. On the left is my Battle Status Window's previous set up. On the right is with DreamX's plugin. While I like the new set up better, the sectioned gauges are now gone. (they still appear outside of battle) As far as I understand this isn't a complicated fix. DreamX's plugin would need a part added to it that checks to see if the project also has YEP's Sectioned Gauges. And, if it does, it draws the black lines on the gauges to the way the user has set them in YEP's plugin. Anyone willing to take a crack at this?
  2. As mentioned in the title, the MP gauges of my characters are displayed in the exact same location as their HP gauges, resulting in what you see below. Does anyone know which of the default VX Ace scripts can be edited to fix this?
  3. CSEmber

    Energy Synthesis

    So I want to do something that seems very difficult to actually do since I have no idea what scripting would be involved. What I propose is that rooms with certain things have a flag that allows a gauge to fill. With the data stored in that gauge, you can use it to create an item. The way I imagine the actual synthesis, it's like a magic gauge, but instead of casting spells in battle, it creates items. Reason I want this: My main character in the game I am creating is a sentient plant-based creature. I want her to have a photosynthesis gauge. I want her to use this 'energy' collected in sunny areas to create healing items for other characters. I then plan to have further synthesis (which I plan to figure out with an already existing crafting plugin) where she can create 'sunstones' to fill the gauge even when it is dark. It can also be used in many other ways, by making the gauge variable by character (name/fill rate/color). ie say you have a vampire. Fix the flag to the use of 'blood' items, and you can make a 'resource' management type thing. If you want it to be like you have to be in water to fill a bottle or something, have the flag attach to a region, and have the gauge fill with 'water' to convert empty bottles to full bottles. However it's used, having a gauge fill with both item and area flag seems like an invaluable thing. If I can't figure out how to script/event this, I suppose I could have 'sun fonts' which supply 'sun energy' as an item which can then be used as a crafting item. I would, however, prefer it to be an automatic gauge-based thing. It makes more conceptual sense to me.
  4. Author: Mr. Trivel Name: Multicolor HP MP TP Gauges Created: 2016-03-23 Version: 1.2 What does it do? Increases colors used for HP MP TP gauge. Gif: How to use? Set up plugin parameters and done. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  5. Variable Bars Gauges/Bars controlled by Variables that display in the map 1.0 Simple Horizontal Gauge 2.0 Advanced Horizontal Gauge 3.0 Simple Vertical Gauge 4.0 Advanced Vertical Gauge 5.0 Links and Resources 1.0 Version A (Simple Horizontal Gauge) This will allow you to create bars that will initially move from left to right ( --> ) within the Game's Map through use of Variables. Difficulty: 1.1 Requirements 7 Variables, 1 Switch, 2 Images: 1 Bar, 1 Background Bar (Refer to 5.0 for Images) 1.2 Instructions 1.3 Right to Left Variant ( <-- ) 2.0 Version B (Advanced Horizontal Gauge) This will allow you to create a more advanced bar that will initially start from left to right ( --> ) within the Game's Map through use of Variables. This comes with additional features such as: Penalty Value, an extended cursor, a Shake Effect, a Glow Effect, and Return Teleport effect. Difficulty: 2.1 Requirements 18 Variables, 1 Switch, 4 Images: 1 Bar, 1 Background, 1 Cursor, 1 Penalty 2.2 Instructions Postponed to 00:00 EST on January 17 2.3 Right to Left Variant ( <-- ) Postponed to 00:00 EST on January 17 3.0 Version C (Simple Vertical Gauge) This will allow you to create a more advanced bar that will initially start from bottom to top ( ^ ) within the Game's Map through use of Variables. 3.1 Requirements 7 Variables, 1 Switch, 2 Images: 1 Bar, 1 Background 3.2 Instructions Postponed to 00:00 EST on January 17 3.3 Right to Left Variant ( <-- ) Postponed to 00:00 EST on January 17 4.0 Version B (Advanced Veritical Gauge) This will allow you to create a more advanced bar that will initially start from left to right ( --> ) within the Game's Map through use of Variables. This comes with additional features such as: Penalty Value, an extended cursor, a Shake Effect, a Glow Effect, and Return Teleport effect. 4.1 Requirements 18 Variables, 1 Switch, 4 Images: 1 Bar, 1 Background, 1 Cursor, 1 Penalty 4.2 Instructions Postponed to 00:00 EST on January 17 4.3 Right to Left Variant ( <-- ) Postponed to 00:00 EST on January 17 5.0 Links and Resources Section for default images and a vanilla project containing the current event version 5.1 Images "Timer Bar" "Timer BG Bar" "Timer Penalty" "Timer Cursor" << Right Click "Save Image as..." 5.2 Vanilla Project Vanilla Project (Contains Simple Bar, Simple Variant Bar, and Advanced Bar) Does not contain Vertical Bars, Will be updated by 23:59 EST on January 15 5.3 Completion Upon completion, your Variable Bars should look something like this:
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