Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
387
First Language
English
Primarily Uses
Sleek Gauges v1.0
By Vlue
Introduction
Transform your gauges (hp/mp/etc bars) with different looks and special effects.
Styles include regular, rounded border, or fancy slant. Oooh, ahhh.

Features
- Slightly different gauge styles!
- Special effects like non-static numbers and gradual fall!

Screenshots
SleekBars.png


A picture alone can't show much, this video can help though:
How to Use
Plug and play and customize as needed.

Script
Script can be found on the pastebin here: http://pastebin.com/AGYN7e6V

Patches:
Yanfly Ace Engine - Ace Battle Engine and Sleek Gauges: http://pastebin.com/ezuqBw0x

Credit and Thanks
- By Vlue
- Free to use in any project, commercial or non-commercial, with credit given.

Author's Notes
This is optional. (It still is)
 
Last edited by a moderator:

highvoltage

Veteran
Veteran
Joined
Mar 1, 2014
Messages
72
Reaction score
2
First Language
italian
Primarily Uses
i'm using this, it's awesome!

just a point: in battle, fps drops to 14-17 because of this script... nothing important, just a report.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,548
Reaction score
3,314
First Language
Binary
Primarily Uses
RMMZ
just a point: in battle, fps drops to 14-17 because of this script... nothing important, just a report.
If the FPS is truly dropping from 60 down to 14-17 then this is something important. VERY much so...

Are you sure that its being caused by this script ? that seems rather drastic for a gauge...
 

highvoltage

Veteran
Veteran
Joined
Mar 1, 2014
Messages
72
Reaction score
2
First Language
italian
Primarily Uses
ye, of course this happens only during battles, but frame drops
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,548
Reaction score
3,314
First Language
Binary
Primarily Uses
RMMZ
That is madness :/

Maybe its because its still using the default fill_rect method. I  have found that to be relatively slow compared to alternative methods of doing the same thing :/

Still seems like a cool script though.
 

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
387
First Language
English
Primarily Uses
I'm glad you like it, but yah a drop of over 40 frames is quite a lot...


I'll look into optimizing it but I can only assume if it worked. I still get 60 fps as it is.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,548
Reaction score
3,314
First Language
Binary
Primarily Uses
RMMZ
There must be something else affecting it.

I have never heard of a gauge eating up over 40FPS :/
 
Joined
Apr 30, 2012
Messages
222
Reaction score
37
First Language
Spanish
Primarily Uses
ON: Nice Work mr Vlue,it love that gradual fall effect.

OFF: It is posible to disable the gauge change?

I made some changes to the default Ace bars and your script override them.

Excuse me for my bad English and thanks you very much for this great script.
 
Last edited by a moderator:

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
387
First Language
English
Primarily Uses
Gauge change, as in the style (slanted, rounded etc.)?


If so, you can try changing line 118 from


draw_gauge(@x,@y,@width,@cur_rate,@color1,@color2)


to


@window.draw_gauge(@x,@y,@width,@cur_rate,@color1,@color2)
 

Lars Ulrika

I punch Therefore I am Harvest the land Taking the
Veteran
Joined
Nov 7, 2012
Messages
1,363
Reaction score
405
First Language
French
Primarily Uses
N/A
AWESOME! Thanks!
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
277
First Language
English
Primarily Uses
RMMV
The issue is common to many gauge-drawing scripts, and the cause is usually because it's being told to re-draw the gauge (checking for changes like via healing or damage) way too often, like once every frame or two even if nothing is happening.
 
Last edited by a moderator:

JohnnyR

Dungeon Master
Restaff
Joined
Mar 27, 2013
Messages
275
Reaction score
135
First Language
English
Primarily Uses
RMMV
Nice script, Vlue! Thanks! You're awesome as always! xD
 
Joined
Jun 5, 2013
Messages
467
Reaction score
85
First Language
English
Primarily Uses
N/A
I can see the gauges before the HUD pops up in a battle, is that normal?
 

Vlue

Talent Extraordinaire
Member
Joined
Mar 13, 2012
Messages
589
Reaction score
387
First Language
English
Primarily Uses
Hmm, probably not. I don't see it in my project though, perhaps it's an incompatibility (of sorts) with another script you are using as well?
 

AtomosomotA

GRODE Leader
Veteran
Joined
Jun 17, 2014
Messages
38
Reaction score
3
First Language
English
Primarily Uses
I love your scripts, if you didnt notice :p   

Is it possible to patch this into XS - Menu Delux?

Thank you Vlue!

Edit:

Also, doesnt seem to be working correctly with Yanfly - Victory Aftermath ...

The gauge never fills up...
 
Last edited by a moderator:

StikElLoco

Villager
Member
Joined
Apr 4, 2014
Messages
6
Reaction score
0
First Language
Greek
Primarily Uses
Well this is silly, but how you get it to work for the "bosses" so it's bigger? In the script you say to put the ID in array format. (lines 96-97)
 

ZServ

Veteran
Veteran
Joined
Jun 16, 2014
Messages
268
Reaction score
76
Primarily Uses
Reviving this post with a fix, courtesy of TamFey of reddit, a blessed soul amongst mankind.

def open super @dummy_window.open if @dummy_windowendAdding the above to the YBE patch Window_BattleStatus class will fix an issue where showing text during a fight would stop the gauges from being redrawn.

This issue can be replicated by having the YBE, Sleek Gauges, and patch in a new project followed by a combat where the troop is set to show text at any point during the fight. The above snippet fixes this issue.

Thanks again to TamFey,  sorry for the necropost, Shaz. :)
 

ZServ

Veteran
Veteran
Joined
Jun 16, 2014
Messages
268
Reaction score
76
Primarily Uses
Sorry for the double post, please don't shoot me. I come bearing patches?

Well, kind of. This "patch" is exclusively for people using the Yanfly Battle Engine.

First off, you'll need to replace the Sleek Gauges script with the following:

http://pastebin.com/tdN3H8rD

Otherwise, go to the Sleek Gauges script, then copy and paste the "hide" and "show" functions from the "Window_BattleStatusAid" class over to the "Window_BattleStatus" class.

Afterwards, go over to the YBE, and use CTRL+F to find

scene_battle_select_actor_selection_abeAfter you've located it, insert this below it:

@actor_window.activateThere's still some kinks in there, but it works pretty well for the most part. Again, thanks to TamFey for the amazing help on fixing this thing up.

It is worth noting that this script has issues with the Text Cache script, however.

PxsOl7O.png


No idea how to fix that one.

Edit: Fixed, courtesy of TamFey of reddit.

Go to the last line of the aliased draw_text method (line 130 for me).

The line should be

draw_text_cached(x, y, width, height, text, align) Now above that you write

x -= alignThat's it. That line offsets the extra width that the script adds to text lines.

Mithran used the same line for squeezed text lines, but forgot to add it when the lines are not squeezed.
 
Last edited by a moderator:

Mithran

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
407
Reaction score
218
First Language
English
Primarily Uses
Vlue appears to be currently inactive so I'll drop this here. The text cache interaction issue is due to the bar text overlays overdrawing by two pixels when the bar is less than 96 pixels in width and is only noticeable under certain fonts. The fix is really simple, find this line near the bottom of the script:

Code:
  @window.draw_text(xr - 40, y, 42, @window.line_height, @cur_val.to_i, 2)
Change that first 40 to a 42. What is happening here is that text is being drawn starting 40 pixels from the left of the right edge of the bar but with a width of 42 pixels, meaning it will overdraw by two pixels. Changing the 40 to a 42 has the draw begin 42 pixels left of the right edge, with a width of 42 pixels, bringing everything in line.
 

plasmatorture

Warper
Member
Joined
Aug 28, 2015
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Still seems broken with Yanfly's Battle Engine even with all available fixes. Is there any solution for this?

MiV2MLV.png


To be precise, any time you're in the item screen/targeting a party member it permanently creates that extra set of bars.

The problem doesn't occur without your extra patch script, but then, of course, the bars barely function as intended.
 
Last edited by a moderator:

Latest Threads

Latest Posts

Latest Profile Posts

On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
1679511126658.gif
1679511135459.gif
I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
programming at 12 years old: "I love how it works!"
programming at 18: "I love that it works."
programming at 25: "I love why it works."
programming at 30: "I love when it works."
programming at 50: "How did this work?"

Forum statistics

Threads
129,766
Messages
1,204,952
Members
170,859
Latest member
ClaudeHuggins
Top