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Get the latest versions of all my customizer plugins, then open the toolbox in the main menu. In "Gauge Settings", you find a new option "enable further modifications" that gives you more control over gauges.

In the end, both VS and my plugins modify the gauges. I think you understand that I'm a bit reluctant to make my plugin deliberately revert another plugin creator's features.

yeah, I was using the further modifications. but it's just that basically nothing there works. Not the value position adjustment, not the max value settings, not even the sizing. nothing.

Visustella is really proactive here, and their modifications on gauges precede mine. Again, you have 2 plugins that do similar things, so in the end, one plugin (in this case, VS) will "win" over the other. By the way, in this case, it doesn't matter which plugin is loaded "more on the bottom" in the plugin manager.

In my opinion, VS should add more toggles to let the game devs decide whether they want VS to modify the gauges, or not. I'm a bit reluctant to implement a procedure into my plugin that actively force-reverts a feature of another plugin. By the way, that has nothing to do with their code obfuscation (the debugger already exposes how to revert VS functions), but it's more of a psychological question.

Fortunately, VS shows some mercy and lets the game devs actually revert their gauge modifications via some hidden way:

  • Go into the Plugin Manager -> VS SkillAndStatesCore -> Skill Cost Types
  • Repeat the following for HP, MP, TP:
  • Open the setting "JS: draw Gauge", clear everything, and paste:

// Declare Variables
const sprite = this;
// Draw Gauge
sprite.drawGauge()
// Draw Label
sprite.drawLabel()
// Draw Value
sprite.drawValue()

From a technical point of view, this is the cleanest way to drop VS modifications for gauges, and let my plugin take over control again.