01-30-2016, 04:25 AM
When I said...
... I meant to go straight to the 'damage_state_sprite_drawing' method around line 320, and adding below bit of code to the start of the method.
So it would look like...
(01-24-2016, 06:41 PM)DerVVulfman Wrote: 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.
... I meant to go straight to the 'damage_state_sprite_drawing' method around line 320, and adding below bit of code to the start of the method.
(01-24-2016, 06:41 PM)DerVVulfman Wrote:Code:# Change X position if actor (0px) or enemy (left 45px)
x += (@battler.is_a?(Game_Actor)) ? 0 : -45
So it would look like...
Code:
def damage_state_sprite_drawing(bitmap, state_dur, delay, count, x, y)
# Change X position if actor (0px) or enemy (left 45px)
x += (@battler.is_a?(Game_Actor)) ? 0 : -45
dmg_delay = Multi_Pop ? i : 1
dmg_adjust = Damage_Sprite ? 32 : 96
@_damage_sprites[count] = ::Sprite.new(self.viewport)