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Hi, does this have support for VizuStella Plugins for RPG Maker MZ

It does not!

Oh…dang…Is that planned in the future?

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VisuStella needs to deobsfucate their plugins to allow other plugin developers to extend compatibility to them. Despite our offers to make this compatibility happen, they do not wish to do so for the reasons they get into here (http://www.yanfly.moe/wiki/VisuStella_MZ_One_Year_Retrospective). Please take this request up with their team. Perhaps they may alter their policy in the future.

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Won't this plug-in be updated?

I'll be waiting forever.

(-1)

my younger cousin got me banned from your server
he sent a 'question' in the chat which got me banned, how do I know this? well he told me

I promise this will never happen again...

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Would there be an existing hotfix I could apply for the HP issue not recovering correctly when sustaining damage? Attempting to recover HP currently gets instantly overwritten by any damage sustained making battles impossible to clear.

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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.

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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.

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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:

Window_EnemyOdoGauge.prototype.initialize = function(){
    if(Neel.Util.usingMZ)
    {
        Window_Base.prototype.initialize.call(this, new Rectangle(0, 0, 1, 1));
    }
    else
    {
        Window_Base.prototype.initialize.call(this, 0, 0, 1, 1);
    }
    this._battler = null;
    this._gauge = null;
    this.opacity = 0;
    this._displayMode = true;
}
Once you have done so, save your changes and run the game again. You should no longer be running into that error.
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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

(+1)

Sure, we can work towards that for a future update.

(+2)

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?

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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.

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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

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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!

(1 edit)

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 :(

(+1)

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

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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.

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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

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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?

(1 edit)

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.



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How do I work this plugin with the SRD battle status customizer plugin, since you've mentioned you added intergration to it. 

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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.

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