06-09-2017, 04:10 PM
(This post was last modified: 06-09-2017, 04:14 PM by DerVVulfman.)
ROFL. Nice little devil face saying 'Threat'
Haven't had much time to look at it. The magic is actually in the window that renders the Threat scores as indicated in your first screenshot. But instead of making a full 'visible' window, I would make the background & borders invisible and have it drawn horizontally along the bottom edge to overlap the battlers. And I would use the same actor_x value used to render where the battlers are to draw your devil-dude in the window. instead of the scores themselves.
You'd have to 'sort' who the highest threat would be... based on the same generated score. And only show the top scorers. If any have '0' scores, ensure that no devil-dude shows. That's the issue.
The very last section of the code, within Scene_Battle, only activates/deactivates the window and updates it when needed. Without it, there is no Threat system in use at all.
Haven't had much time to look at it. The magic is actually in the window that renders the Threat scores as indicated in your first screenshot. But instead of making a full 'visible' window, I would make the background & borders invisible and have it drawn horizontally along the bottom edge to overlap the battlers. And I would use the same actor_x value used to render where the battlers are to draw your devil-dude in the window. instead of the scores themselves.
You'd have to 'sort' who the highest threat would be... based on the same generated score. And only show the top scorers. If any have '0' scores, ensure that no devil-dude shows. That's the issue.
The very last section of the code, within Scene_Battle, only activates/deactivates the window and updates it when needed. Without it, there is no Threat system in use at all.