Atoa Custom Battle System: Popup when status change
#4
The setting of "Dmg_State_X_Adjust" adjusts the horizontal alignment of the pops. And when set to '0'. the horizontal alignment should be centered with the rest of the damage assuming the pops use the same drawing methods as the rest of the damage. I say that because the damage pops align themselves differently between the bitmap rendered pops and the text-rendered pops. It looks real weird and out of place.

The 'normal' damage pops system with RMXP (and its predecesors) did not need to show whether the target was for either actor or enemy. However, Atoa was ingenious and performed a little test (which I myself just did), and saw that the actual target affected (ie the @battler) could just be passed into the damage routine itself!

Code:
module RPG
  class Sprite < ::Sprite
    alias i_am_a_goofball damage
    def damage(value, critical)
      # My addition
      (@battler.is_a?(Game_Actor)) ? p 'actor' : p 'enemy'
      # The original code
      i_am_a_goofball(value, critical)
    end
  end
end
Like my little snippet there?

So in "damage_state_sprite_drawing" (where it finally renders the pops to the screen, you may adjust the x-position of the damage pops by "X" amount, just by adding that little test right when the method starts.
Code:
# Change X position if actor (0px) or enemy (left 45px)
x += (@battler.is_a?(Game_Actor)) ? 0 : -45

Mind you, if you are shifting the damage for an enemy to the left by an extreme degree, you could likewise do this for the y-height too. Winking

Any other queries about this particular plugin can be asked in the plugin's thread.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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RE: Atoa Custom Battle System: Popup when status change - by DerVVulfman - 01-24-2016, 06:41 PM

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