@enlaccza Thanks for letting me know about this! The dropbox link in the main post has been updated to fix this.
update 1.01c
Bugfix for the not updating issue + changes to how frequently gauges update to improve framerates & improvements to the update logic
Pretty Sleek Gauges
● ARCHIVED · READ-ONLY
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Thanks! That's exactly what I was searching for!
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@mjshi Awesome! Thank you very much for the bugfix!
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using this plugin and it is awesome. i discovered an issue and have a request.
issue: i have passive skills that increase Max HP and MP when learned from a skill tree. the rolling gauge works, but shows NaN temporarily as the increase occurs. this isn't a big deal, but looks weird.
request: i was wondering if there was a way to either add a new bar or extend the enemy hp bar to show barrier points. i am using Yanfly's Absorption Barrier plugin and would like a visual bar for the player.
thanks again for the great work. -
@dragonx777
For your first problem-- have you tried changing the order of the plugins? Like maybe having it put below or above the other battle ones? Sometimes that fixes issues like that, especially if a plugin is changing how stats work.
If that doesn't work, could you send me a demo project that displays this issue? There are multiple different passive stat/skill plugins, and I'd rather have everything in one place to test stuff out.
As for your second thing (the request) I'll consider it. I'm currently a bit busy so I don't have time to code new features, but when I get the chance I'll definitely look into that for you ^^ Bug fixes take priority, though. -
@dragonx777
For your first problem-- have you tried changing the order of the plugins? Like maybe having it put below or above the other battle ones? Sometimes that fixes issues like that, especially if a plugin is changing how stats work.
If that doesn't work, could you send me a demo project that displays this issue? There are multiple different passive stat/skill plugins, and I'd rather have everything in one place to test stuff out.
As for your second thing (the request) I'll consider it. I'm currently a bit busy so I don't have time to code new features, but when I get the chance I'll definitely look into that for you ^^ Bug fixes take priority, though.
Right mjshi. No problem. I'll play around with the positioning of the plugin first then will let you know. As far as the enhancement, no immediate rush on it. I understand that bugs need to be squished before anything else. And again, I appreciate the help. You've been really great with the support on this. -
This is a great plugin! I love how it looks!
If I could make a couple of suggestions:
- Could it be made so the text color changes don't apply to MP & TP when they are at critical levels? With TP especially, I'm not a huge fan of those displaying "warning" colors when they're low, especially since TP is low by default.
- I'd also think it might be nice to have some control over the font size for enemy HP.
Other than those two things, this is perfect! -
@AsuranFish I've implemented your first suggestion-- seems like a good idea, and I've always been personally bothered by the warning colors on TP as well. There are 3 new parameters that let you control stuff each bar's warning color appearing now. The main download link has been updated.
As for your second suggestion, it's not like it can't be done but it's somewhat too specific of a feature to include in a general release. Find these lines:
Code:if (this._showEHPHP) { this._window.changeTextColor(this._window.systemColor()); this._window.drawText(this._text, this._x + 1, this._y + this._yOffset, 30); }
and change it to this (replace FONTSIZE with what you want the thing to be):
Code:if (this._showEHPHP) { this._window.contents.fontSize = FONTSIZE; this._window.changeTextColor(this._window.systemColor()); this._window.drawText(this._text, this._x + 1, this._y + this._yOffset, 30); this._window.contents.fontSize = 28; //reset it }
update 1.02
- Allows you to turn off critical hp/mp/tp colors -
Wow, that was fast! One of my favorite plugins just got even better! It's amazing what a huge difference these gauges make aesthetically.
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Love this plugin. But, if it is not too much trouble, I'd like to request a compatiblity patch with yanfly's battle status window. Please?
Right now i'm getting this (I'm using 1.52 in case it has anything to do with it). I've already tried swapping the plugin order and deactivating all others.
Anyway thanks for the great plugin even if you cannot help me. -
@Nirwanda This is probably one of the stranger bugs I've seen. I think it has to do with the fact that the font size is smaller so the plugin isn't calculating heights correctly. I ended up fixing it with a patch, but it's a bit invasive (as in, it overwrites more than a patch should) and could therefore be prone to issues. I've isolated it into a separate plugin for now until I can think of a better way to address it.
The link in the main post has been updated. You'll need to download both the latest version of the plugin and the patch to make it work.
update 1.02a
- Created patch for Yanfly Battle Status (separate plugin, download here)
- Added support for the patch
- Added state icon offsets so you don't have them hidden by the EXP bar
- Added option to turn off the EXP bar -
Thanks a ton! i hope everything works right with it! :D
EDIT: Sadly it causes a weird bug with galv's bust menu now... but that's really beyond the scope of what I could ask. Basically if you go beyond the regular amount of actors allowed on one row, it'll create dummy copies of them on the second page...
Thanks a ton nonetheless! -
@Nirwanda Is this issue with the patch? Or does it happen in the base plugin? I updated both of them, so if you could narrow down the problem that would help a lot!
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Uh sorry, sorry I wasn't clear enough: yeah it only happens with the patch.
A million thanks for your patience! -
@Nirwanda Okay, the issue should be fixed now! The patch has been made incrementally smaller so as to increase compatibility with future updates. The plugin now checks to see if you're in battle or not before constantly updating stuff so in addition to the bug being fixed, framerates should be improved.
Pretty Sleek Gauges update 1.02b
- Added doneUpdating check to increase compatibility with future updates
Battle Status Window Patch update 1.0a
- Added Galv Bust Menu Fix -
So many thanks! I love your plugin and it was a shame I couldn't use it. You've been awesome. :)
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This is really great! I can't believe how much of a change this makes. Thanks for your great work!
A quick question, is it possible to hide the enemy's bar unless it's actively taking damage and/or targeted? -
I've been using this for a bit so I wanted to give my feedback.
Is it possible you can look into adding in the ability to easily change the X/Y positioning of the bars? They're about a pixel or two above the ATB Bar. Will there be any support for ATB Bars? Is it possible to add in an option to disable showing current/max HP/MP/TP values? The animating of bars/numbers when going from like the main battle screen to ally select when using skills is a bit jarring as it seems that when the target select window is open, that's when the HP bars decide to update there. It's a bit odd. And are there any plans to add compatibility with skills so that you can show HP mid battle via skills?
Thanks for what you've done so far. It's all very nice regardless. -
@hiro24 It's not possible with the current plugin, but having that as an option is on the to-do list. That'll take awhile, though, so the feature likely won't be added in anytime soon.
@GHNeko Wow, lots of stuff! xD I'll try to answer them one by one...
1. Is it possible you can look into adding in the ability to easily change the X/Y positioning of the bars?
Do you mean for enemies or actors? If you mean actors, X/Y position changing is easy enough, just CTRL + F ".drawActorHp" in Scene_Battle or Window_BattleStatus, and change the appropriate bolded values. For example: this.drawActorHp(actor, x, y, width); changed to this.drawActorHp(actor, x + 2, y - 2, width);
I can't access dropbox at the moment so I can't make changes to the original main plugin (I gotta remember to move all my files to github after this -.-;;) but if you're able to find that on your own you can make all the changes you want ^^
For enemies though there's already a parameter built in, scroll a bit and you'll find it. It's called "HP Bar X Offset" or something.
2. Will there be any support for ATB Bars?
Unlikely. There are so many different ATB plugins out there that any "official" support for ATB will always have someone that is using some other ATB plugin to say that they're having issues with their ATB bar. Currently, I'm resorting to giving individual fixes for people who contact me asking if they could get ATB support for a specific ATB plugin. I don't have access to those files at the moment but I'll release the edits I've done for them to the public by July.
3. Is it possible to add in an option to disable showing current/max HP/MP/TP values?
Again, not yet, and I can't access dropbox either to add it at the moment... you'll have to wait until July.
4. The animating of bars/numbers when going from like the main battle screen to ally select when using skills is a bit jarring as it seems that when the target select window is open, that's when the HP bars decide to update there. It's a bit odd.
That's an artifact from the original plugin. Vlue's Sleek Gauges have, even in the VX Ace version, updated during that time and I saw no reason to change it. I could add an option to turn it on or off, though.
5. And are there any plans to add compatibility with skills so that you can show HP mid battle via skills?
What do you mean by that? Like, reveal the HP using a detect skill or something? No, there's no plans for that. It's more of a specific and complicated request so I probably won't add it either... sorry about that! -
Thanks for taking the time out of your day to respond. I appreciate the work and the answers as well.
Also thanks for the information. You basically answered all the questions in the way that I had intended to ask them. :wacko:
Keep up the good work fam.