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 Custom meter problem - daylights -  08-10-2013
 
 Hi everyone !
 I need to change meter style but I don't find a solution !
 I want to make the meter graphic scrolling up and down. **By default it's right to left**
 I try to change the direction in this part of script
 
 
 Code: #--------------------------------------------------------------------------# * Draw HP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 alias draw_actor_hp_bar draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)
 bar_x = HP_Pos_Adjust[0] + x
 bar_y = HP_Pos_Adjust[1] + y + (Font.default_size * 2 /3)
 @skin = RPG::Cache.windowskin(HP_Meter)
 @width  = @skin.width
 @height = @skin.height / 3
 src_rect = Rect.new(0, 0, @width, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect)
 @line   = (actor.hp == actor.maxhp ? 2 : 1)
 @amount = actor.hp.to_f / actor.maxhp.to_f
 src_rect2 = Rect.new(0, @line * @height, @width * @amount, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect2)
 draw_actor_hp_bar(actor, x, y, width)
 end
 
 RE: Custom meter problem - Ace -  08-10-2013
 
 Could you post the whole script? I'll take a look at it.
 
 
 RE: Custom meter problem - daylights -  08-10-2013
 
 
 Code: #==============================================================================# Add-On: HP/SP/EXP Meter
 # by Atoa
 #==============================================================================
 # Adds HP/SP/EXP Meters
 # Remove this Add-On if you wish to use custom HP/SP/EXP bars
 # This Add-On must be always bellow 'ACBS | Battle Windows'
 # if you are using it
 #==============================================================================module Atoa
 HP_Meter  = 'HPMeter'  # Name of the HP meter graphic file
 SP_Meter  = 'SPMeter'  # Name of the SP meter graphic file
 EXP_Meter = 'EXPMeter' # Name of the EXP meter graphic file
 
 # Bars position adjust
 #                [x, y]
 HP_Pos_Adjust  = [-28, -45]
 SP_Pos_Adjust  = [0, -3]
 EXP_Pos_Adjust = [0, 0]
 end#==============================================================================
 # ** Atoa Module
 #==============================================================================
 $atoa_script = {} if $atoa_script.nil?
 $atoa_script['HP-SP-EXP Bars'] = true#==============================================================================
 # ** Game_Actor
 #------------------------------------------------------------------------------
 #  This class handles the actor. It's used within the Game_Actors class
 #  ($game_actors) and refers to the Game_Party class ($game_party).
 #==============================================================================class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Set Current EXP
 #--------------------------------------------------------------------------
 def now_exp
 return @exp - @exp_list[@level]
 end
 #--------------------------------------------------------------------------
 # * Set next level EXP
 #--------------------------------------------------------------------------
 def next_exp
 return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
 end#==============================================================================
 # ** Window_Base
 #------------------------------------------------------------------------------
 #  This class is for all in-game windows.
 #==============================================================================class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Include Settings Module
 #--------------------------------------------------------------------------
 include Atoa
 #--------------------------------------------------------------------------
 # * Draw HP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 alias draw_actor_hp_bar draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)
 bar_x = HP_Pos_Adjust[0] + x
 bar_y = HP_Pos_Adjust[1] + y + (Font.default_size * 2 /3)
 @skin = RPG::Cache.windowskin(HP_Meter)
 @width  = @skin.width
 @height = @skin.height / 3
 src_rect = Rect.new(0, 0, @width, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect)
 @line   = (actor.hp == actor.maxhp ? 2 : 1)
 @amount = actor.hp.to_f / actor.maxhp.to_f
 src_rect2 = Rect.new(0, @line * @height, @width * @amount, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect2)
 draw_actor_hp_bar(actor, x, y, width)
 end
 #--------------------------------------------------------------------------
 # * Draw SP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 alias draw_actor_sp_bar draw_actor_sp
 def draw_actor_sp(actor, x, y, width = 144)
 bar_x = SP_Pos_Adjust[0] + x
 bar_y = SP_Pos_Adjust[1] + y + (Font.default_size * 2 /3)
 @skin = RPG::Cache.windowskin(SP_Meter)
 @width  = @skin.width
 @height = @skin.height / 3
 src_rect = Rect.new(0, 0, @width, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect)
 @line   = (actor.sp == actor.maxsp ? 2 : 1)
 @amount = (actor.maxsp == 0 ? 0 : actor.sp.to_f / actor.maxsp.to_f)
 src_rect2 = Rect.new(0, @line * @height, @width * @amount, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect2)
 draw_actor_sp_bar(actor, x, y, width)
 end
 #--------------------------------------------------------------------------
 # * Draw EXP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------
 alias draw_actor_exp_bar draw_actor_exp
 def draw_actor_exp(actor, x, y)
 bar_x = EXP_Pos_Adjust[0] + x
 bar_y = EXP_Pos_Adjust[1] + y + (Font.default_size * 2 /3)
 @skin = RPG::Cache.windowskin(EXP_Meter)
 @width  = @skin.width
 @height = @skin.height / 3
 src_rect = Rect.new(0, 0, @width, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect)
 @line   = (actor.now_exp == actor.next_exp ? 2 : 1)
 @amount = (actor.next_exp == 0 ? 1 : actor.now_exp.to_f / actor.next_exp.to_f)
 src_rect2 = Rect.new(0, @line * @height, @width * @amount, @height)
 self.contents.blt(bar_x, bar_y, @skin, src_rect2)
 draw_actor_exp_bar(actor, x, y)
 end
 end
Thank you to take a look ^^ !
 
 
 RE: Custom meter problem - Ace -  08-10-2013
 
 Did I get it right?
 
 
 
 ![[Image: p0aa.png]](http://img547.imageshack.us/img547/7986/p0aa.png)  
 You want it like the custom one?
 
 
 RE: Custom meter problem - daylights -  08-11-2013
 
 Yes this is exactly what I want :D !
 
 
 RE: Custom meter problem - Ace -  08-11-2013
 
 I don't know for sure how to change it. First I would turn the graphic file vertical. Otherwise I don't really have a clue, it has been a long time since I used RMXP.
 Maybe someone else can help you more.
 
 
 RE: Custom meter problem - DerVVulfman -  08-11-2013
 
 As he said, change the windowskin graphic you are using for your HP_BAR vertical...  a simple rotate 90* in any paint program should work.... BUT... an edit to the HP script was needed.
 
 
 Code: #--------------------------------------------------------------------------# * Draw HP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 alias draw_actor_hp_bar draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)
 # Set Bar Position
 bar_x = HP_Pos_Adjust[0] + x
 bar_y = HP_Pos_Adjust[1] + y + (Font.default_size * 2 /3)
 # Acquire bar image and dimensions
 bar_img = RPG::Cache.windowskin(HP_Meter)
 bar_width  = bar_img.width
 bar_height = bar_img.height / 3
 # Define source rectangle for bar
 src_rect = Rect.new(0, 0, bar_width, bar_height)
 self.contents.blt(bar_x, bar_y, bar_img, src_rect)
 # Determine which line used in bar image
 bar_line   = (actor.hp == actor.maxhp ? 2 : 1)
 # Calculate value to adjust drawn line
 bar_amount = actor.hp.to_f / actor.maxhp.to_f
 # Adjust dimensions of destination rectangle
 src_rect2 = Rect.new(bar_line * bar_width, 0, bar_width, bar_height * bar_amount)
 # Draw the bar with the new rectangle area
 self.contents.blt(bar_x, bar_y, bar_img, src_rect2)
 # Perform the original call
 draw_actor_hp_bar(actor, x, y, width)
 end
I just edited the original code you provided from Atoa's script, inverted 'both' the width/height and the x/y positions in the destination rectangle system, and added a bunch of comments to describe.
 
 Still... he didn't need to make the values anything but instant values (the '@' weren't necessary if they were for use in just that method).
  The mem resources are saved just a little and are cleared once they leave the method. 
 This is untested as I just cobbled this bit together while at work.  I have no RMXP editor in front of me.
   
 
 RE: Custom meter problem - daylights -  08-11-2013
 
 Thank you for your held !
 I don't know why DerVV but the background of the bar meter appear but not the gauge bar :S !
 The HP bar graphic is divise by 3 ( background bar meter, load bar meter color, bar meter color when hp is low)
 
 
 RE: Custom meter problem - DerVVulfman -  08-11-2013
 
 Just for giggles, see what happens if you use this:
 
 Code: src_rect2 = Rect.new(0, 0, bar_width, bar_height * bar_amount)
... Still at work.
   
 
 RE: Custom meter problem - daylights -  08-11-2013
 
 Same problem :S The bar don't appear only the background !
 
 
 
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