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Mr. Bubble

KGC Generic Gauge - VXA

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KGC Generic Gauge - VXA/RGSS3

Created by tomy ( http://ytomy.sakura.ne.jp/ )

Translated and Ported to RGSS3 by Mr. Bubble

 

This script has been offically ported to VX Ace by Tomy himself. The port I made has been removed. Please see the KMS Generic Gauge topic for this script.

 

http://www.rpgmakervxace.net/index.php?/topic/928-kms-generic-gauge/

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This script will have compatibility issues with other scripts that overwrite draw_exp_info, draw_actor_hp, draw_actor_mp, and draw_actor_tp. Keep in mind that VXA's default method of drawing gauges can still be used.

 

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.

 

 

May I request one for Yanfly's Ace Battle Engine, as well as the enemy HP bar add on for it?

There's no error message or anything, they just don't show up in battle. I also tried putting this script above or below Yanfly's script, no change unfortunately.

The scripts can be found here:

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-hp-bars/

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May I request one for Yanfly's Ace Battle Engine, as well as the enemy HP bar add on for it?

There's no error message or anything, they just don't show up in battle. I also tried putting this script above or below Yanfly's script, no change unfortunately.

 

Compatibility Patch: YEA - Battle Engine & KGC Generic Gauge

 

 

 

As for the enemy gauge script, it uses an entirely new and different way of creating the enemy gauge compared to the default or generic gauge methods. It would be more efficient to simply create a new enemy hp gauge script dedicated to how the default and generic gauges are drawn rather than trying to modify that one.

 

 

Edit: Totally forgot that Tomy made his own Enemy Gauge Script for VX. Wait and see if he ports it to VXA.

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