Ok, I believe you might be having the same issue that this user ran into here. Please create a backup of the plugin and then follow the steps outlined in this post:
Yes, it has been found, please open the plugin file in a text editor or IDE and go to line 1646. You will want to replace the initialize function with the following code block:
Is it possible for this plugin to be eventually made compatible with HUD Maker (Ultra) down the line? I'd love to get the HP meter to look closer to EarthBound's that way
Edit: Seems like it works in most cases if the other reply's screenshots are anything to go by, but in mine, the odometer doesn't appear at the window. Only the base font does
Hi! Your plugin has been working apropiately so far... except for a small detail: the odometer counters won't "refresh" their values until an actor gets hit. Is there a solution for this? I barely know javascript so i don't want to touch anything...
We unfortunately can't offer compatibility with VisuStella plugins for MZ at this time due to their obfuscation policy. If you require similar functionality, moving over to MV with Yanfly Engine Plugins equivalents should resolve most of the issues.
This plugin is cool, but why does the rolling effect only activate after an actor in the party gets damaged? For example, if you're healing after the roll has stopped, the gauges don't show the HP going up, or the MP going down until an actor in the party is damaged. If this is a bug, I would greatly appreciate it if this got fixed in the next update! By the way, I'm using the 1.4.0 version on MZ. Thanks!
Hello! I've recently purchased this and it's been great so far Sadly, i need help regarding UI. I don't really know which battle window plugins this is compatible for (SRDude's plugins don't seem to be compatible for example, as they "force" gauges instead of the odometers).
I'd like some suggestions; Which plugin do you use for the separate actor windows in the first screen? I can't seem to find it and i barely know how to program in javascript to get that look
Just wanted to point out that when a character takes fatal damage, the odometer still keeps ticking down even after they've been fully healed of that damage. MV version if that info is needed.
I would like to use this plugin with the "Actor gauges in Battle?" item set to false, but in that case, HP does not stop decreasing even if I recover while HP is decreasing. Is there any solution to this?
This works fine with YEP plugins. For our plugins, it should work with all plugins that are not the Card Game Combat suite. The Odometer will appear just fine, however, when it comes to resolving Actor death state there are still issues with the current version.
Why... Yes I've sadly noticed after just purchasing this plugin, that an actor whose HP drops to 0 while on their own turn leaves their selection window in reference and when then when an option is selected simply crashes the game. Is this a known issue with any workarounds as of now? I am mainly just interested in the incrementally decreasing HP functionality and have disabled the Odometer graphical functionality to use my current bar's appearance with the Mother-like HP drop off... But it seems that the Plugin is currently entirely defective.
It definitely seems to be an issue related to Yanfly's "ATB"... I would really like to know if it's possible to resolve this because otherwise there really isn't any use for me in owning this plugin :(
Yes, this is an issue that is being resolved in the upcoming update (v1.5.0) which we are targeting to come out sometime next month. You can avoid this bug in non-ATB systems but if that is what you are building your game around then please wait for the update. If the wait time is too long for you, please feel free to refund the plugin for now and pick it back up again after the update :)
Hello sizizilly, thanks for your question! Your English is fine, Google Translate did a good job.
If using the Change HP command does not work, then you should still be able to incapacitate the Actor by applying the KO state on them. My guess is that since the HP change is not being applied through the Damage function, the plugin does not register this as Damage and the Mortal Damage flag is not turned on as a result preventing the Actor from becoming incapacitated.
Please use the temporary solution of applying the KO state for now. I will make sure to correct this bug for the next update.
Even if the probability of removing the state due to damage is 100%, the state will not be removed when receiving damage. How can I get it to be removed?
You can potentially remove it via script calls for now (either as part of a Damage Formula or in a Common Event), but I think you may have identified a bug with the plugin with regard to States. We will add this to our bug tracker and make sure it is patched for the next update.
I get a "Argument must be a Rectangle" error. What can I do? Can't wait to get the plugin running :) Im using the newest RPG Maker MZ version from Steam.
Hey JoppeSikken, thanks for your question. We'll need some more info from you in order to troubleshoot this problem.
- When does this error occur: when you run the game, when you open the menu, when you enter battle or some other trigger?
- Does this error happen only in the Demo Project or does it happen even if you make a fresh MZ project and add the Odometer Gauge plugin?
- Are you running any other plugins alongside Odometer Gauge? If so, please post a screenshot of your Plugin Manager and the Plugin Parameters you are using for the Odometer Gauge plugin.
Any and all information you can provide would be helpful to solving this issue.
I think you might be right that this is linked to your RPG Maker version. Would you be able to update your engine to version 1.6 or higher and see if the error still persists? Also could you open the console log (press F8 while the game is running) and post a screenshot of what is written there. That could lend some more insight into what part of the code is not working.
The plugin looks amazing, and implementing it is a very straightforward thing to do, nice!
I did however have two questions I'd like to ask if that's ok:
- Is it possible to "tint" the HP odometer images so whenever a player is taking fatal damage? E.g.- have HP appear tinted red when losing HP, or tinted green when recovering HP?
- Is it possible to have both the odometer images AND a visible health bar at the same time?
I personally loved the way the combat system was made for the Mother games, but I always did find it lacking on the visual department where you can't really tell when you're about to hit fatal damage until it's too late and wondered what possible ways are available to overcome this.
Nonetheless, this script is a really practical way to get the ball rolling, so to speak.
- It is possible to swap Odometer Images mid-battle via script calls but there is no tint for damage, healing and facing KO interactions. I will see if I can include that in the upcoming update.
- It will be possible to include both the Visual Gauge and the Odometer once I improve the integration for SRD Battle Status Customizer. Once this is done, you will be able to select which resources use which form of presentation.
This looks sick! Question, is it possible to still have the HP/MP roll but without the Odometer gauge itself? Like if I just wanted to use a regular gauge but with the function of the Odometer gauge?
One last question, say if I wanted to use party members or enemies with large number HP pools, in the range of 20,000 to 500,000, is there any additional way to make the HP drop even faster? In this example I have the base roll speed set at 10.
You can put SRD_BattleStatusCustomizer above the Odometer Gauge Plugin, this will allow you to use the Individual Actor Windows of Battle Status Customizer and have the Odometer Gauges appear within them. To modify the Odometer Gauges within the Individual Actor Windows, you can change the plugin parameters on the Odometer Gauge plugin.
Hey. If I am to increase the battle x and battle y scales of the Odometer gauge, should I also resize the Gauge pictures? Asking because nothing happens when I increase the scale in the plugin settings.
The Battle X and Y scales should be working on their own. There was a related bug reported on the Discord when the plugin is used with SRD Battle Status Customizer which may be contributing to the problem. Luckily the fix is relatively easy to make on your end.
Open up the plugin in a text editor like Notepad and look for the sections of the code pictured below.
In both of these sections you'll see odoDigit.scale.x (line 1328) and xSca (line 1398) are set to 0.75. This is a test value that is overriding the input from the plugin parameter, so instead odoDigit.scale.x and xSca should be set to equal Neel.ODO.uiconfig.battleXSca instead.
The same should apply for odoDigit.scale.y (line 1329) and ySca (line 1398) except those should be set to equal Neel.ODO.uiconfig.battleYSca.
Once those 0.75 test values are replaced, it should correct the problem if you are using the plugin in tandem with SRD Battle Status Customizer. If however the problem is happening even without that plugin, then the issue is likely elsewhere. In that case, the next time you run the game, make sure to open the console (press F8) a during a battle and take a screenshot. If there is an error there (it will show up in red), that will give a clearer idea of where the issue is happening so we can release a patch to fix it.
It does function mostly in card combat, but the odometer visuals are buggy right now as of the recent update to the card combat plugin. There were a few notable visual errors before this recent update, like the gauges wouldn't go up or down during card selection (when an action restored or drained HP/MP/TP). Also, if you have multiple actors in battle, their odometers will appear in the card selection area and the odometer isn't showing for the party ui that shows in the top right corner. I hope Myth is able to update the compatibility for it again soon. Oh, and I wonder if he could add the ability to be attacked during your turn picking cards, it would make the odometer mechanic more hectic with it ticking down while you're making decisions.
Hi there, here are the steps to installing the plugin for your RPG Maker MV/MZ project:
1. Download the Plugin File and the Reel Images zip folders to your computer.
2. Unpack the Reel Image zip folder and copy over those images to the img/system folder in your game project.
3. Unpack the Plugin File zip folder and copy over the file to the js/plugins folder in your game project.
4. Open your RPG Maker MV/MZ project and then open the Plugin Manager. Add the plugin calledd NeelOdometerGaugePlugin to the list.
5. In the plugin parameters for NeelOdometerGaugePlugin, you must set at least the Default Reel Image parameter for the Reels to show up. You can set the HP, MP and TP Reel Images too if you are using those for your game project.
6. Hit the playtest button on your game and start a battle. The Odometers should show up in the Battle Status Window for your Actors.
Let us know if you need any more help in setting up the plugin :)
thank you very much! it works wonders, Sorry to bother with another question but is the separate character boxes shown in the images included or in base MV/MZ I am new to rpg maker
No worries, happy to help. For MZ, you have separate character boxes by default. For MV, you can achieve separate character boxes using other plugins. The main one some other devs have been using is called SRD Battle Status Customizer for which we have added an integration to :)
Hi. Are the dimensions (size and stuff) of the gauge customizable, as well as the positioning? I am also wondering if the plugin is compatible with Yanfly's library of plugins (MV)? Thank you!
Yeah, I want to know too. I've been trying to change the number of rows for the mv version. I'm trying to make it look more like the mz ver/Earthbound.
Have owned the plugin for a while now. and YES. It is possible (dimension & position Y, X) if you have any more questions then my discord username is buny0058
Hi there, sorry for the delay in response. Yes, you can set the dimensions of the gauges based on the image size of the Reels you upload and also using the plugin parameters which allow you to change the X/Y Offset and X/Y Scale.
Hi, I am trying to use this along with VISUSTELLA MZ. I can't get it to work along side it. VISUSTElla will overide the hp bar with its even if it placed lower. specifically the VISUSTELLA_Battle Core
Unfortunately we can't offer compatibility with VisuStella plugins at this time. You can try rearranging the order of the plugin list to see if that helps (place this plugin below VS Battle Core if it's above, or vice-versa), but if not there's nothing we can do.
Hi there, we have extended compatibility to SRD Battle Status Customizer as of the most recent update (v1.4.0). Please try it out in your project and let us know if it works for you or if there are further fixes that need to be made.
Not sure if you noticed, but with the SRD battle status Customizer plugin, it seems like its scaling the number images by a decimal number. So even if you scale the images itself it will come out distorted.
Yeah, this is something folks reported on the Discord. You'll want to make a small change to the plugin code to fix this for now:
For the Odometers, go to lines 1328 and 1329 of the plugin and change odoDigit.scale.x and odoDigit.scale.y to equal Neel.ODO.uiconfig.battleXSca and Neel.ODO.uiconfig.battleYSca respectively instead of the dummy value that is there (0.75).
For the Text Labels, go to lines 1398 and do the same to the xSca and ySca variables.
We'll have this patched soon, it is one of those things that we were not able to detect until other people tried it in their own game projects.
Heya! I sent an email to you asking if this is compatible with SRD's Hud Maker plugin. I figured I should let you know here since you're answering other questions as well. ^_^'
I'm using the Text Element to display HP and MP, and if this plugin is compatible with those, that would be a godsend!!
Sent a reply via email, but thought it was relevant to post here so others could see it:
SRD Super Tools Engine and HUD Maker does not conflict with Odometer Gauge to cause crashes or softlocks as far as we can tell so you can use it safely for your game project. We did catch two small bugs where 1) HUD Maker can't find a window of a specific ID and 2) HUD Maker draws the TP Gauge on top of itself again. These bugs will be patched over in the upcoming update later this month. Hope this helps :)
Thanks for reporting in this bug! Since you mentioned that healing formulas is what is causing the bug in Menu, I think I know where to look in the code to fix that issue. I can have this bug patched for the next update of this plugin (v.1.3.5) which should be released later this month.
And your English is great! Understood your post perfectly :)
Hi there, we made it a point to fix this bug for our most recent update (v1.4.0). Please try out the latest version and see if it solves the issue for your project. Let us know if the bug has been fixed or if the issue persists :)
This almost runs perfectly with Visustella's stuff. Was wondering if you can get it to work with her battle core, as it seems to be overwriting the odometer display in battles. New to the RPG Maker scene, so I don't know if it's possible to get it to fully work with her plugins or not. Could you also add the ability to switch on and off the odometer visibility in the menus at least?
Hey Oracle Belle, I am still working on compatibility. VisuStella plugins are unfortunately encrypted so it makes it a bit hard to work with, but I will see what I can do.
I was able to get to your second request though. As of Version 1.3.0 you can Show/Hide Odometers in Menus and Battles using plugin parameters and commands so that should hopefully help out :)
It does work with Yanfly's Battle Engine Core, but I have not tested with Battle Status Window. My guess is that gauges will at least appear but they will be kind of wonky or clip out of the window. I can extended support for that plugin for our next update if you would like :)
I would really like it if you did! Also I think I found two bugs? It could just be a problem with another plugin but whenever characters level up their HP and MP don't grow? And another small one is that items or skills can't heal MP. When I turn off the plugin the bugs aren't there anymore.
Thanks for reporting those in! Can add those to the list of fixes that need to be patched. Have no idea why the level up bug is happening as the Odometer should set itself to Max HP/MP values but maybe there is something I missed.
Hi there, just wanted to let you know as of the most recent update this plugin is compatible with YEP Battle Status Window. Please try out the latest version of the plugin for your project and let us know if it working for you :)
Hi, you can find the list of updates on our Monthly Plugin Update post. We are trying this format out instead of dedicated devlogs as we have rolling updates across a lot of plugins. Here is the Change Log for Version 1.2.0 which you can find in the Plugin Help File:
v1.2.0 - Added Mortal Alert feature and corresponding plugin parameters
- Added UI Config parameters which allow shifting anchor and reel scale
- Fixed Odometer placement in UI so it doesn't block other elements.
- Improved multi-resolution support for Odometers so they align better
- Improved Reel Sprite support for different dimensions
We have implemented this feature for the recently released Version 1.2.0 of the plugin (it is called Mortal Alert in the plugin parameters). Let us know if this is what you had in mind :)
I encountered a glitch where if an actor's hp hits zero in the middle of selecting a command, the game will crash saying: TypeError Cannot read property 'setAttack' of undefined. I ran into this same glitch in a different odometer script that was for vx ace and fixed it there by skipping actor command input processing if hp is zero or lower. I'm not sure how or if this could be done in mv, and there could be a better solution.
Hi, I spent a good amount of time trying to replicate this bug and was ultimately unable to (which doesn't mean it's not there, just that it's hard to replicate). For Version 1.2.0, I did make some changes to the code around those interactions so hopefully you won't run into this issue as often. However, if this glitch is persisting, please let me know what steps it takes to occur (screenshots can help) and what other plugins you are using along with this one. Once I am able to replicate the issue, I should have a better chance of knowing where I need to make this fix and can issue a patch :)
To replicate the bug easier, I edited the minotaur attack in the database to max so that it would do mortal damage to a party member straight away.
I then just sat on that soon to be dead party member's command selection window until they reached 0 HP, then if I tried to proceed and select 'guard' for example, it would throw up an error. I assume because a now dead actor is trying to do something (guard in this case)
Hi there, just wanted to let you know that the issue has been resolved as of the most recent version (v1.4.0). Please try it out in your game project and let us know if the issue has been resolved or if it still persists :)
A glitch I've noticed is that when starting a battle, the HP/MP/TP letters don't appear in front of their respective odometers until midway through the first turn.
It's fixed, fortunately. But now I'm having issues where saving sends me to the "Game has encountered a bug" screen. I have Yanfly's save core as a plugin, and I know the save core isn't a problem, since the issue only exists when both the save core and Odometer plugins are on. I think there might be a compatibility issue or something.
Hi, just wanted to let you know we rolled out Version 1.1.0 of this plugin which contains the fix for this issue and extends compatibility with YEP Save Core. Please give it a try and let us know if the issues persist or if they have resolved :)
Hi, just wanted to let you know we rolled out Version 1.1.0 of this plugin which lets it work with MZ! Let us know if the implementation works for you or if you run into any issues :)
Yes, this should be compatible with our other plugins and other major free plugin suites (YEP, Galv, SRD, Hime). If you run into any compatibility issues, please let us know :)
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For some reason I can't cancel the damage an actor takes when healing. The HP just goes up to a certain amount and then starts scrolling down again.
I cannot seem to scale the gauges for my project. I'm using SRD Battle customizer for my game but for some reason the gauge size hasn't change.
Is SRD Battle Status Customizer above or below the Odometer Gauge plugin? Does behavior change if you flip the order?
The SRD Battle Status Customizer the Odometer Gauge plugin but when I flip the order it only shows the default RPG Maker Hp and MP gauge.
Ok, I believe you might be having the same issue that this user ran into here. Please create a backup of the plugin and then follow the steps outlined in this post:
https://itch.io/post/8306985
Let me know if the problem still persists or if it has been fixed. We can troubleshoot accordingly.
Okay but which plugin do I create a backup of?
Please make a backup of Odometer Gauge as the solution requires you to make edits to it in order to fix this compatibility issue.
I have a question
how do you make a reeling image?
the problem:
and when I simply go to battle it immediately crashes the game and gives me this error: "Argument must be a Rectangle"
Also wondering how to fix "Argument must be a Rectangle"
Have you found out yet?
Yes, it has been found, please open the plugin file in a text editor or IDE and go to line 1646. You will want to replace the initialize function with the following code block:
Once you have done so, save your changes and run the game again. You should no longer be running into that error.Is it possible for this plugin to be eventually made compatible with HUD Maker (Ultra) down the line? I'd love to get the HP meter to look closer to EarthBound's that way
Edit: Seems like it works in most cases if the other reply's screenshots are anything to go by, but in mine, the odometer doesn't appear at the window. Only the base font does
Sure, we can work towards that for a future update.
Hi! Your plugin has been working apropiately so far... except for a small detail: the odometer counters won't "refresh" their values until an actor gets hit. Is there a solution for this? I barely know javascript so i don't want to touch anything...
hi I just bought the plugin, when I try to use the plugin I keep getting "Cannot read property '_odoDigits' of undefined"
I'm confused on what this means. I'm using MZ by the way
Sure, could you share screencaps of your Plugin Manager and the Plugin Parameters for this plugin?
We unfortunately can't offer compatibility with VisuStella plugins for MZ at this time due to their obfuscation policy. If you require similar functionality, moving over to MV with Yanfly Engine Plugins equivalents should resolve most of the issues.
This plugin is cool, but why does the rolling effect only activate after an actor in the party gets damaged? For example, if you're healing after the roll has stopped, the gauges don't show the HP going up, or the MP going down until an actor in the party is damaged. If this is a bug, I would greatly appreciate it if this got fixed in the next update! By the way, I'm using the 1.4.0 version on MZ. Thanks!
Hello!
I've recently purchased this and it's been great so far
Sadly, i need help regarding UI.
I don't really know which battle window plugins this is compatible for (SRDude's plugins don't seem to be compatible for example, as they "force" gauges instead of the odometers).
I'd like some suggestions; Which plugin do you use for the separate actor windows in the first screen? I can't seem to find it and i barely know how to program in javascript to get that look
Thank you in advance
The first screen is using RPG Maker MZ’s default front view battle system.
SRD Battle Status Window should be compatible, try swapping the order of the plugins to have the Odometers show up in those windows.
Just wanted to point out that when a character takes fatal damage, the odometer still keeps ticking down even after they've been fully healed of that damage. MV version if that info is needed.
I would like to use this plugin with the "Actor gauges in Battle?" item set to false, but in that case, HP does not stop decreasing even if I recover while HP is decreasing. Is there any solution to this?
does this work fine with your guy's other plugins and Yanfly plugins?
This works fine with YEP plugins. For our plugins, it should work with all plugins that are not the Card Game Combat suite. The Odometer will appear just fine, however, when it comes to resolving Actor death state there are still issues with the current version.
are you guys planning on making it compatible with the CGC plugin?
It depends on available time. Probably not for the Odometer v1.5.0 update. Maybe in the future.
Good to hear!
Why... Yes I've sadly noticed after just purchasing this plugin, that an actor whose HP drops to 0 while on their own turn leaves their selection window in reference and when then when an option is selected simply crashes the game. Is this a known issue with any workarounds as of now? I am mainly just interested in the incrementally decreasing HP functionality and have disabled the Odometer graphical functionality to use my current bar's appearance with the Mother-like HP drop off... But it seems that the Plugin is currently entirely defective.
It definitely seems to be an issue related to Yanfly's "ATB"... I would really like to know if it's possible to resolve this because otherwise there really isn't any use for me in owning this plugin :(
Yes, this is an issue that is being resolved in the upcoming update (v1.5.0) which we are targeting to come out sometime next month. You can avoid this bug in non-ATB systems but if that is what you are building your game around then please wait for the update. If the wait time is too long for you, please feel free to refund the plugin for now and pick it back up again after the update :)
I was looking to use the odometer system in an upcoming project, and while doing some testing I have encountered this same issue
I'm Japanese, so please forgive my poor English.
Please forgive me for using Google Translate.
During battle, even if the actor's HP drops to 0 due to a common event, the actor may not become incapacitated. How do I neutralize an actor?
Hello sizizilly, thanks for your question! Your English is fine, Google Translate did a good job.
If using the Change HP command does not work, then you should still be able to incapacitate the Actor by applying the KO state on them. My guess is that since the HP change is not being applied through the Damage function, the plugin does not register this as Damage and the Mortal Damage flag is not turned on as a result preventing the Actor from becoming incapacitated.
Please use the temporary solution of applying the KO state for now. I will make sure to correct this bug for the next update.
Thanks,
MythAtelier Team
Thank you very much for taking the trouble to answer my questions.
Even if the probability of removing the state due to damage is 100%, the state will not be removed when receiving damage. How can I get it to be removed?
You can potentially remove it via script calls for now (either as part of a Damage Formula or in a Common Event), but I think you may have identified a bug with the plugin with regard to States. We will add this to our bug tracker and make sure it is patched for the next update.
I get a "Argument must be a Rectangle" error. What can I do? Can't wait to get the plugin running :)
Im using the newest RPG Maker MZ version from Steam.
Hey JoppeSikken, thanks for your question. We'll need some more info from you in order to troubleshoot this problem.
- When does this error occur: when you run the game, when you open the menu, when you enter battle or some other trigger?
- Does this error happen only in the Demo Project or does it happen even if you make a fresh MZ project and add the Odometer Gauge plugin?
- Are you running any other plugins alongside Odometer Gauge? If so, please post a screenshot of your Plugin Manager and the Plugin Parameters you are using for the Odometer Gauge plugin.
Any and all information you can provide would be helpful to solving this issue.
Thanks,
MythAtelier Team
Thanks for the fast reply!
The error occurs when a battle starts. The plugin does work in the demo project!
This is the only plugin I’m using;).
Thanks!
Do you have the Battle System set to Time Progress (Active)? If so, try setting it to Turn-Based and see if the error still persists.
I get the same error. In my project I cleared out all the skills and classes. Can that be the problem?
I tried it in a new project, same error. Only your demo project works
EDIT: I copied the plugin from your demo project. It now works!
I keep getting this error when trying to use the plugin and i really dont know what to do about it (happens even on the demo project)
is it specfically a thing with the verison of RPGMaker MV i have (which is 1.5) or something else?
Hey MultiColors, thanks for reporting this error.
I think you might be right that this is linked to your RPG Maker version. Would you be able to update your engine to version 1.6 or higher and see if the error still persists? Also could you open the console log (press F8 while the game is running) and post a screenshot of what is written there. That could lend some more insight into what part of the code is not working.
- Neel
The plugin looks amazing, and implementing it is a very straightforward thing to do, nice!
I did however have two questions I'd like to ask if that's ok:
- Is it possible to "tint" the HP odometer images so whenever a player is taking fatal damage? E.g.- have HP appear tinted red when losing HP, or tinted green when recovering HP?
- Is it possible to have both the odometer images AND a visible health bar at the same time?
I personally loved the way the combat system was made for the Mother games, but I always did find it lacking on the visual department where you can't really tell when you're about to hit fatal damage until it's too late and wondered what possible ways are available to overcome this.
Nonetheless, this script is a really practical way to get the ball rolling, so to speak.
Thanks for the making this request!
- It is possible to swap Odometer Images mid-battle via script calls but there is no tint for damage, healing and facing KO interactions. I will see if I can include that in the upcoming update.
- It will be possible to include both the Visual Gauge and the Odometer once I improve the integration for SRD Battle Status Customizer. Once this is done, you will be able to select which resources use which form of presentation.
This looks sick! Question, is it possible to still have the HP/MP roll but without the Odometer gauge itself? Like if I just wanted to use a regular gauge but with the function of the Odometer gauge?
Yes, the Odometer Gauge UI is optional. Roll behaviour will work as normal if you turn off the gauges in the plugin parameters :)
Sounds great!
One last question, say if I wanted to use party members or enemies with large number HP pools, in the range of 20,000 to 500,000, is there any additional way to make the HP drop even faster? In this example I have the base roll speed set at 10.
does this work with the HUDmaker plugin??
Yes, Odometer Gauge is compatible with SRD's HUDMaker Plugin. Pictured below is what that looks like in battle.
How do I work this plugin with the SRD battle status customizer plugin, since you've mentioned you added intergration to it.
You can put SRD_BattleStatusCustomizer above the Odometer Gauge Plugin, this will allow you to use the Individual Actor Windows of Battle Status Customizer and have the Odometer Gauges appear within them. To modify the Odometer Gauges within the Individual Actor Windows, you can change the plugin parameters on the Odometer Gauge plugin.
Hey. If I am to increase the battle x and battle y scales of the Odometer gauge, should I also resize the Gauge pictures? Asking because nothing happens when I increase the scale in the plugin settings.
The Battle X and Y scales should be working on their own. There was a related bug reported on the Discord when the plugin is used with SRD Battle Status Customizer which may be contributing to the problem. Luckily the fix is relatively easy to make on your end.
Open up the plugin in a text editor like Notepad and look for the sections of the code pictured below.
In both of these sections you'll see odoDigit.scale.x (line 1328) and xSca (line 1398) are set to 0.75. This is a test value that is overriding the input from the plugin parameter, so instead odoDigit.scale.x and xSca should be set to equal Neel.ODO.uiconfig.battleXSca instead.
The same should apply for odoDigit.scale.y (line 1329) and ySca (line 1398) except those should be set to equal Neel.ODO.uiconfig.battleYSca.
Once those 0.75 test values are replaced, it should correct the problem if you are using the plugin in tandem with SRD Battle Status Customizer. If however the problem is happening even without that plugin, then the issue is likely elsewhere. In that case, the next time you run the game, make sure to open the console (press F8) a during a battle and take a screenshot. If there is an error there (it will show up in red), that will give a clearer idea of where the issue is happening so we can release a patch to fix it.
Thank you for responding so quickly! I didn't get the notification and came here to ask for help again. Anyways, that fixed the problem.
Hello, your plugins rock seriously, i have purchased the card battle system, i was wondering if this one is compatible with it ?
Thanks ! :)
It does function mostly in card combat, but the odometer visuals are buggy right now as of the recent update to the card combat plugin. There were a few notable visual errors before this recent update, like the gauges wouldn't go up or down during card selection (when an action restored or drained HP/MP/TP). Also, if you have multiple actors in battle, their odometers will appear in the card selection area and the odometer isn't showing for the party ui that shows in the top right corner. I hope Myth is able to update the compatibility for it again soon. Oh, and I wonder if he could add the ability to be attacked during your turn picking cards, it would make the odometer mechanic more hectic with it ticking down while you're making decisions.
It's great to see the mortal damage during action selection bug fixed, thanks for all the updates!
how do you install this plugin?
Hi there, here are the steps to installing the plugin for your RPG Maker MV/MZ project:
1. Download the Plugin File and the Reel Images zip folders to your computer.
2. Unpack the Reel Image zip folder and copy over those images to the img/system folder in your game project.
3. Unpack the Plugin File zip folder and copy over the file to the js/plugins folder in your game project.
4. Open your RPG Maker MV/MZ project and then open the Plugin Manager. Add the plugin calledd NeelOdometerGaugePlugin to the list.
5. In the plugin parameters for NeelOdometerGaugePlugin, you must set at least the Default Reel Image parameter for the Reels to show up. You can set the HP, MP and TP Reel Images too if you are using those for your game project.
6. Hit the playtest button on your game and start a battle. The Odometers should show up in the Battle Status Window for your Actors.
Let us know if you need any more help in setting up the plugin :)
thank you very much! it works wonders, Sorry to bother with another question but is the separate character boxes shown in the images included or in base MV/MZ I am new to rpg maker
No worries, happy to help. For MZ, you have separate character boxes by default. For MV, you can achieve separate character boxes using other plugins. The main one some other devs have been using is called SRD Battle Status Customizer for which we have added an integration to :)
thank you so much for the help
Hi. Are the dimensions (size and stuff) of the gauge customizable, as well as the positioning? I am also wondering if the plugin is compatible with Yanfly's library of plugins (MV)? Thank you!
Yeah, I want to know too. I've been trying to change the number of rows for the mv version. I'm trying to make it look more like the mz ver/Earthbound.
Have owned the plugin for a while now.
and YES. It is possible (dimension & position Y, X) if you have any more questions then my discord username is buny0058
Hi there, sorry for the delay in response. Yes, you can set the dimensions of the gauges based on the image size of the Reels you upload and also using the plugin parameters which allow you to change the X/Y Offset and X/Y Scale.
Thanks. Is it possible to have an odometer gauge for enemies as well? Or is this out of the scope of the plugin ?
This feature is in the plugin as of the v1.4.0 update! Check out the Dev Log for more details :)
Welp, I am sold! Thanks for responding.
which ui plugin are you using for the last three gifs?
The GIFs are using the default RPG Maker MV and MZ layouts with the plugin modifying the Battle Status Window in both cases :)
Hi, I am trying to use this along with VISUSTELLA MZ. I can't get it to work along side it. VISUSTElla will overide the hp bar with its even if it placed lower. specifically the VISUSTELLA_Battle Core
Unfortunately we can't offer compatibility with VisuStella plugins at this time. You can try rearranging the order of the plugin list to see if that helps (place this plugin below VS Battle Core if it's above, or vice-versa), but if not there's nothing we can do.
thanks you for the feedback
Hi, just bought this, but it doesn't seem to work alongside SRD Battle Status Customizer. Is there a chance this could be fixed in a future update?
http://sumrndm.site/battle-status-customizer/
We will take a look and see what we can do!
Hi there, we have extended compatibility to SRD Battle Status Customizer as of the most recent update (v1.4.0). Please try it out in your project and let us know if it works for you or if there are further fixes that need to be made.
Wow I can't believe you actually did this. Thanks a lot, mate.
Not sure if you noticed, but with the SRD battle status Customizer plugin, it seems like its scaling the number images by a decimal number. So even if you scale the images itself it will come out distorted.
With SRD plugin
Without SRD
Yeah, this is something folks reported on the Discord. You'll want to make a small change to the plugin code to fix this for now:
For the Odometers, go to lines 1328 and 1329 of the plugin and change odoDigit.scale.x and odoDigit.scale.y to equal Neel.ODO.uiconfig.battleXSca and Neel.ODO.uiconfig.battleYSca respectively instead of the dummy value that is there (0.75).
For the Text Labels, go to lines 1398 and do the same to the xSca and ySca variables.
We'll have this patched soon, it is one of those things that we were not able to detect until other people tried it in their own game projects.
Yeah, got it working , mate. Thanks again.😂
I think it would be really cool if the actor sprites popped up when it's their turn in battle. Like, in Mother 3.
Just a suggestion, though :)
Yeah, that would be neat! Will see if I can include that in a larger update :)
I would like this too or even a whole battle ui layout similar to that of mother 3. I'd buy it even if that had to be a new separate feature.
i have a project that implements that feature
Heya! I sent an email to you asking if this is compatible with SRD's Hud Maker plugin. I figured I should let you know here since you're answering other questions as well. ^_^'
I'm using the Text Element to display HP and MP, and if this plugin is compatible with those, that would be a godsend!!
Sent a reply via email, but thought it was relevant to post here so others could see it:
SRD Super Tools Engine and HUD Maker does not conflict with Odometer Gauge to cause crashes or softlocks as far as we can tell so you can use it safely for your game project. We did catch two small bugs where 1) HUD Maker can't find a window of a specific ID and 2) HUD Maker draws the TP Gauge on top of itself again. These bugs will be patched over in the upcoming update later this month. Hope this helps :)
I'm Japanese, so please forgive my poor English.
Trying to recover in the menu only reduced MP.
You can recover HP by specifying a numerical value, but recovery using a formula does not work.
Is this the spec? I had no problems during combat.
The event was the same even when other plugins were unplugged.
Other than that, it's a great plugin!
Thanks for reporting in this bug! Since you mentioned that healing formulas is what is causing the bug in Menu, I think I know where to look in the code to fix that issue. I can have this bug patched for the next update of this plugin (v.1.3.5) which should be released later this month.
And your English is great! Understood your post perfectly :)
THX :D
We look forward to the next update!
Hi there, we made it a point to fix this bug for our most recent update (v1.4.0). Please try out the latest version and see if it solves the issue for your project. Let us know if the bug has been fixed or if the issue persists :)
i hope you implement the guts feature!
Just uploaded Version 1.3.0 that has this feature! Enjoy :)
loving it!
This almost runs perfectly with Visustella's stuff. Was wondering if you can get it to work with her battle core, as it seems to be overwriting the odometer display in battles. New to the RPG Maker scene, so I don't know if it's possible to get it to fully work with her plugins or not. Could you also add the ability to switch on and off the odometer visibility in the menus at least?
Hey Oracle Belle, I am still working on compatibility. VisuStella plugins are unfortunately encrypted so it makes it a bit hard to work with, but I will see what I can do.
I was able to get to your second request though. As of Version 1.3.0 you can Show/Hide Odometers in Menus and Battles using plugin parameters and commands so that should hopefully help out :)
Wow, nice work all around and you added the Guts feature! I appreciate that you are open with your feedback too. Keep up the good work!
how did you getting to work I am trying to get it. how?
This is really good! Is it possible for it to be compatible with yanflys battle status window (MV)?
It does work with Yanfly's Battle Engine Core, but I have not tested with Battle Status Window. My guess is that gauges will at least appear but they will be kind of wonky or clip out of the window. I can extended support for that plugin for our next update if you would like :)
- Neel
I would really like it if you did! Also I think I found two bugs? It could just be a problem with another plugin but whenever characters level up their HP and MP don't grow? And another small one is that items or skills can't heal MP. When I turn off the plugin the bugs aren't there anymore.
Thanks for reporting those in! Can add those to the list of fixes that need to be patched. Have no idea why the level up bug is happening as the Odometer should set itself to Max HP/MP values but maybe there is something I missed.
- Neel
Hi there, just wanted to let you know as of the most recent update this plugin is compatible with YEP Battle Status Window. Please try out the latest version of the plugin for your project and let us know if it working for you :)
Is there a devlog for the 1.2.0 verision? I want to know what changes were made.
Hi, you can find the list of updates on our Monthly Plugin Update post. We are trying this format out instead of dedicated devlogs as we have rolling updates across a lot of plugins. Here is the Change Log for Version 1.2.0 which you can find in the Plugin Help File:
Would it be possible to give a better indication that an actor has taken fatal damage? (A sound effect option or text indication?)
Sure! I can include that feature in the next patch. I'll be sure to offer both Battle Log and SFX options.
We have implemented this feature for the recently released Version 1.2.0 of the plugin (it is called Mortal Alert in the plugin parameters). Let us know if this is what you had in mind :)
I encountered a glitch where if an actor's hp hits zero in the middle of selecting a command, the game will crash saying: TypeError Cannot read property 'setAttack' of undefined. I ran into this same glitch in a different odometer script that was for vx ace and fixed it there by skipping actor command input processing if hp is zero or lower. I'm not sure how or if this could be done in mv, and there could be a better solution.
Thanks for reporting that glitch! We will look into it and see if we can issue a patch for it :)
great plugin but I'm also getting that same glitch! :O (MV)
Hi, I spent a good amount of time trying to replicate this bug and was ultimately unable to (which doesn't mean it's not there, just that it's hard to replicate). For Version 1.2.0, I did make some changes to the code around those interactions so hopefully you won't run into this issue as often. However, if this glitch is persisting, please let me know what steps it takes to occur (screenshots can help) and what other plugins you are using along with this one. Once I am able to replicate the issue, I should have a better chance of knowing where I need to make this fix and can issue a patch :)
- Neel
I still get this glitch in the 1.2.0 MV demo.
To replicate the bug easier, I edited the minotaur attack in the database to max so that it would do mortal damage to a party member straight away.
I then just sat on that soon to be dead party member's command selection window until they reached 0 HP, then if I tried to proceed and select 'guard' for example, it would throw up an error. I assume because a now dead actor is trying to do something (guard in this case)
Thanks for the specific use case! I think I should be able to track down the cause from that :)
- Neel
Hi there, just wanted to let you know that the issue has been resolved as of the most recent version (v1.4.0). Please try it out in your game project and let us know if the issue has been resolved or if it still persists :)
A glitch I've noticed is that when starting a battle, the HP/MP/TP letters don't appear in front of their respective odometers until midway through the first turn.
That's pretty odd, we could look into it. Would you have a screenshot of when this happens? Also are you using any other plugins along with this one?
Edit: Found the issue! Creating a patch now :)
Alright, rolled out a patch (Version 1.0.1). Let us know if the glitch persists on your end or if it has been fixed.
It's fixed, fortunately. But now I'm having issues where saving sends me to the "Game has encountered a bug" screen. I have Yanfly's save core as a plugin, and I know the save core isn't a problem, since the issue only exists when both the save core and Odometer plugins are on. I think there might be a compatibility issue or something.
Hi, just wanted to let you know we rolled out Version 1.1.0 of this plugin which contains the fix for this issue and extends compatibility with YEP Save Core. Please give it a try and let us know if the issues persist or if they have resolved :)
Any chance this plugin works with MZ?
Awesome plug-in by the way!
We should be rolling out the MZ version next month! Needs a few more additional tweaks to work as intended :)
I am excited about the release and plan to make use of it! Thank you!
Hi, just wanted to let you know we rolled out Version 1.1.0 of this plugin which lets it work with MZ! Let us know if the implementation works for you or if you run into any issues :)
Awesome, thanks for taking the time and letting me know. I will check it out this weekend!
Thanks again, and appreciate the hard work!
IS this compatible with your other plugins (Card Game Combat and Turn Based Movement) ?
Yes, this should be compatible with our other plugins and other major free plugin suites (YEP, Galv, SRD, Hime). If you run into any compatibility issues, please let us know :)