Discussion in 'JS Plugin Releases (RMMV)' started by Hudell, Oct 25, 2015.
Fantastic, thanks for doing this so quickly!
Will this also work for touch or only mouse clicks?
I forgot about touch :X
I'll make it work when I get some time again.
Is there any way to make the minutes jump in increments of 10 or 30 at a time, instead of 1?
You can configure the time system to go from 0 to 5 instead of 0 to 59, then on the HUD, just add a zero on the pattern.
How exactly would I do that? The time system settings get me a bit confused.
On the OrangeTimeSytem, change the hourLength param to 6.
On the OrangeHudClock, change the pattern param to
%1:\v0Change the number 15 for the number of the variable where you store the minutes. This will make the clock show only the hours and minutes, adding a zero at the end.
Edit: I've added two new addons to the main post; OrangeHudGold and OrangeHudActorStatus.
Is it possible to make round bars using this? Like say I wanted a EXP ring or a clock that shows the position of the sun and moon.
Would I use your VariablePicture.js plugin and make a image for possible values? That is after converting to percent as it would be too much redundant work to do so for every number.
Thank you for providing such wonderful plugins.
Yes, you can use the VariablePicture for that. You will need a variable with the current value. By default the plugin will use the variable value as filename, but you can change the Pattern param to use another filename. (you can also create a folder inside the pictures folder and load the images from there).
Thank you for the swift reply. A question on the file naming, is each image named "variablename #" or do I define the name in the Parameters?
I noticed that there is the Pattern Parameter has a %1 for the value by default. Would I do something like HP%1 for the Pattern and have my images named HP0, HP1, etc?
Sorry if I am asking too many questions, especially if they have already been answered, or not making any sense.
Yup, that's exactly it. The defalut names would be 0.png, 1.png, 2.png and so on, With a pattern HP%1, the names will be HP0.png, HP1.png and so on. If you don't want to have that many images, let me know what images you have and I can make a small script you can put on the ScriptPattern instead.
Thank you for the information. I was just going to have the images round down by 5% increments. I do not know yet exactly how I am going to do things, I only have a simple mock up of what the HUD will look like and have been tinkering with your scripts.
Here is what it will look like as a rough mock-up, I will be polishing it once I link it to your script:
Oh, that will require several pictures.
You'll need to use the OrangeHudVariablePicture for:
* the background
* the Exp/Time thing
* the HP and MP gauge
I don't know what you'll be showing as the followers, but you can use either the VariablePicture or the new VariableIcon addon.
For the face, you can use the new ActorFace addon.
For the level, a simple HudLine may work.
The Exp/Time thing will be the most complex part of the hud.
Thanks for the information. I was debating on whether I was going to show time (Using your time system) using a sun/moon that rotates to show the day cycle or a simple ring for exp. I decided to cut it in half and have one part keep exp and the other keep track of time.
As for the followers it will just show the face of each party member past the leader. It was the first thing one of the beta testers asked about, some way other than caterpillar to indicate that there where other party members.
Thank you so much, I will hopefully have it working by the weekend.
Edit: I cannot seem to figure out how to round the variables down. Though that is another topic.
Thanks for this script Hudell, I'm always impressed by the work that you do! I seem to be encountering a bug when enabling the picture element(s) on my Hud... when the Hud contains a fixed or variable picture and the hud does not have an element that is updating (such as a clock) the image will not appear at first. I had to either enter a new map or open the menu (scene change) and escape back to the map scene in order for the image to appear. I was able to replicate this within the TimeAndWeather demo with both clocks disabled.
I also found, again within the TimeAndWeather demo, that this initial hanging also occurs when a variable pictures value is first changed... That is to say, once the first variable picture appears and the variable value changes to advance the picture, there is, again, an empty image. The variable value had to be updated again (or the scene had to be changed) for the second picture to appear... After that, I was able to switch between variable pictures as expected.
Furthermore, when the SwitchID for either a fixed or variable picture is other than 0 the scene must be changed twice for the image to first appear. This is not the case for advancing variable pictures: they still only require one scene change to appear and be "fixed."
Ah, that's because images are loaded in async mode. I'll fix it on the plugin to also redraw the HUD everytime an image finished loading.
Edit: I fixed it yesterday, but forgot to edit here.
Hello, I have a problem. After trying several options, I was not able to show the HUD in the main menu.
What could be the problem?
Did you change the param showOnMenu to true?
Uhmm... Yes. I tried all the options, and that's the only one not working.
EDIT: I think I just found the problem. The plugin: "GALV_MenuFade". It recovered if the latter is placed below the HUD.
EDIT 2: On the other hand, I can not change the font of HUD. I tried the default font of the program, and then with "Arial", but remained in "Verdana".
Did you try changing the font on the OrangeHud.js or in one of the child plugins?
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