Battle Gauge Script

Silenity

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Summary:

Whenever you attack a gauge pops up with a cursor hovering over sections of the gauge. 

Player presses Z and depending on timing the attack will miss, hit, or critical.

If the player fails to press Z, the attack misses and their turn is skipped.

Skills will call the gauge as well. The gauge won't always have the same sections.

Some skills may have large miss sections and small hit sections, etc.

Also, some skills/states will slow down/speed up the cursor. eg.

Top-right hand corner for the gauge. Aligning up and down like the paint example.

Not to sure on size at the moment. :L Not too huge but big enough to where the sections can be easily distinguished.

The gauge will always be green, yellow, and red (unless someone can do the optional idea I posted). 

The gauge should be 15% green (critical/bonus dmg) on top, 70% yellow (normal attack/skill), 15% red (miss/fail).

I was thinking some skills, such as heals and buffs, shouldn't have the gauge. 

However, having the gauge could prove useful. Such as stronger heals or increased buff duration, etc.

Compatibility with Yanfly's scripts highly preferred!
Optional ideas:

Agility affects cursor speed. Higher agility = slower cursor speed for more accurate hits, etc.

States, such as confusion, will make the gauge different colors, swap the sections around, etc.
****ty picture example.

Similar to Yanfly's Active Battle Advantage script except it is in battle.

If need be, I will pay for this script. c:
 
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Trihan

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A few questions:

Where on the screen do you want the gauge to appear?

How big do you want the gauge to be?

What will be the "default" breakdown of the red, yellow and green areas?

Will the gauge always be red-bottom, yellow-middle and green-top?

Will there be any attacks or skills that -don't- have the gauge?
 

Silenity

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A few questions:

Where on the screen do you want the gauge to appear?

How big do you want the gauge to be?

What will be the "default" breakdown of the red, yellow and green areas?

Will the gauge always be red-bottom, yellow-middle and green-top?

Will there be any attacks or skills that -don't- have the gauge?
Ah, yes! Sorry, forgot to include more information in the main post.

Top-right hand corner for the gauge. Aligning up and down like the paint example.

Not to sure on size at the moment. :L Not too huge but big enough to where the sections can be easily distinguished.

The gauge will always be green, yellow, and red (unless someone can do the optional idea I posted). 

The gauge should be 15% green (critical/bonus dmg) on top, 70% yellow (normal attack/skill), 15% red (miss/fail).

I was thinking some skills, such as heals and buffs, shouldn't have the gauge. 

However, having the gauge could prove useful. Such as stronger heals or increased buff duration, etc.
 

Trihan

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Okay, that sounds reasonable.

Any chance you could post the arrow and gauge as separate images for me? I could do it myself but I am lazy and fat. ^_^
 

Silenity

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I'm at school at the moment, however, when I get home I'll be sure to do so!
 

Trihan

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Cool, I'll see what I can do when I've got time.
 

Silenity

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Forgot to mention that I use a handful of Yanfly's scripts.. :L

So compatibility with Yanfly's scripts would be much appreciated!
 
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Trihan

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Which ones?
 

Silenity

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Which ones?
Scripts:

Core Engine

Battle Engine

Message System

Extra Paramater Formulas

Class System

Elemental Popups

Battle Command List

Combat Log

Autobattle

Element Absorb

Element Reflect

Extra Drops

State Animations

Equip Engine

Buff & State Manager

Equip Dynamic Stats

Parameter Growth Bonus

Passive States

Steal Item

Item Menu

Stats Menu

Party Size Menu

Save Engine

Shop Options

Skill Menu

Menu Icons

Menu Cursor

System Options

Skill Cost Manager

Skill Restrictions

Also, using Vlue's sleek HP bars and Vlue's enemy HP bars.

Jet's side view battle system as well.
I can send you a demo when I get home if that would make things easier!
 
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Trihan

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Wow, that's a lot of compatibility to think about. Yeah, sending me a demo would probably be best. XD
 

Silenity

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A bunch don't affect combat so I don't believe it should be as long as it looks! >_<
 

Silenity

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Bumperino! ~
 

Trihan

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I haven't forgotten about this, don't worry. :p Just don't have a huge amount of time just now.
 

Silenity

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No problem at all! Thanks for even considering!
 

Trihan

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Hey Silenity, got your project for compatibility but would you still be able to do the split gauge/arrow images for me?
 

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Trihan

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Oh, cool. Do you want to just use that then?
 

Silenity

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There's some kinks with it. For example, hitting the mark you can still miss your attack and I'm not sure how to change it from a circle to a bar image.
 
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