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Tutorial - 'Showing Custom Gauges in the DBS' by AzureFenrir

An item about RPGMaker 2000 posted on


A simple (albeit short) tutorial that gives a workaround to implementing custom bars and gauges in RM2K3.


Showing Custom Gauges in the DBS

RM2K3 is definitely a step up from RM2K in its customizability. However, one of the most frustrating thing about the RM2K3 system is it's lack of picture displaying functionality, which would otherwise be vital to some custom systems, such as limit break bars and chain indicators, among other stuff.

However, there is a workaround that does not involve the use of countless battle backgrounds. You do, however, need to use the "Gauge" battle system, as it is the only system that can display custom pictures in the form of faces.


Basic Experience With and Knowledge of RM2K Commands
Knowledge of Variables
Fork/Conditional Statements

This will be a very short tutorial/FAQ because of the briefness of the content that it covers, but hopoefully, it will be helpful to some people anyway.

It's true that we can't use pictures to show gauges on top of the battle system. A common workaround to this problem is to use battle backgrounds to provide a temporary method of showing information. While I applaud the inventiveness of this workaround, it has too many limitations. For example, if you need to display gauges for every hero, and each gauge could display 10 different bar lengths, then the number of battle backgrounds you need for one background alone will zoom up to 40 (assuming four heroes). This is sometimes too tedious to implement in a simple RPG.

My alternative workaround (which actually has been around for a while now) to this is to use facesets to portray these gauges. This is a simpler method, especially if the gauges are specific to each hero (like limit bars). Although this method restricts you to using the gauge battle system, it's still quite useful for some games with gauge-dependent features.

To use this workaround, you first need to create a "battle version" of your heros' facesets. Make sure to include many versions of each face, with gauges that vary from empty to filled. For example:

Now, in battle, we can use Conditional Branch statements to determine what our gauge value is, and display the proper image.

The actual code is not much different from a CMS code, besides the obvious fact that you need to use "Change Face Association" instead of "Show Picture" or "Move Event." Here's a sample code that shows the value of the variable "Hero1Trance":

Of course, we can't change hero-face associations in-battle. That's an insignificant problem, since we can easily resolve this by using Common Events. Thus, we must put the face-changing code (above) in a common event, and have a battle event call this common event every turns.

This tutorial was way too short compared to my other tutorials, but it still shows how to do something and thus may help some people (I hope).