Introduction
Shows how much percentage of the game is completed by calling how much a variable is. For RMVXace only, for the RMXP version click here.
Version History
5.25.2012 – Started Script and Finished.
Instructions
In the Event Editor, under the Control Variable tab, set the variable to the number you have in the module below. Then have the Operation at Set and then, change the constant to whatever number you want to add between 1~100.
While the bar is charging you can set it to have two different colors which that can be changed in the module:
and then you can set a solid color for a Completed bar:
Credits and Thanks
- Bigace360, for the script.
How would i be able to access it later on? because for some reason its not showing up for me
You access in the menu, you have to place in yourself. It doesn’t magically put it self there.
What do u mean by place exactly?
I am sorry im kinda knew at this type of stuff
it’s something I would love ( I mena the progression Bars ) but instead to show the amount of Monster left in dungeon/building for exemple
I’ll write something up for you tomorrow, as this isn’t meant for diversity. Just for one thing.
I wish there was an edit button… that script I posted above was flawed in a few ways… here is a corrected version:
#==============================================================================
#Scene_Menu – Add ProgressBar
#
#Instructions:
# To install the script, open you script editor and paste this script in a new
# section below the Materials, below Window_GameCompletion & above Main Process.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#————————————————————————–
# * Start Processing
#————————————————————————–
alias myStart start unless $@
def start
myStart()
create_progress_window
end
#————————————————————————–
# * Create Progress Window
#————————————————————————–
def create_progress_window
@progress_window = Window_Progress.new
@progress_window.x = 0
totalY = Graphics.height
if @gold_window
#p('totalY: ' + (totalY).to_s + ' gold Y: ' + (@gold_window.y).to_s)
if @gold_window.y < totalY
totalY = @gold_window.y
end
end
if @clock
#p('totalY: ' + (totalY).to_s + ' clock Y: ' + (@clock.y).to_s)
if @clock.y < totalY
totalY = @clock.y
end
end
@progress_window.y = totalY – @progress_window.height
end
end
Also I wanted to add that anyone using the MultiVariable Window script may want to add the following to the end of the script:
below line 166: @gold_window = Window_MultiVariable.new(dy)
add this to get the window to display in the bottom left corner
@gold_window.y = Graphics.height – @gold_window.height
When I try to put in this script I get a bunch of errors
If you have any errors post them in the bug report section. Plus I’m not psychic, unless you tell me the errors I have not clue what your talking about.
The way you posted the script. It doesnt go into rpg maker smoothly like it should.
This has been perfect for testing my common event triggers in my game, thanks!