06-11-2017, 04:43 PM
(This post was last modified: 06-11-2017, 04:44 PM by DerVVulfman.)
Great! It would probably have been better if I didn't answer questions while at work, away from my RMXP software.
Still, I like the little devil dude. That would probably take a little more work to have it first 'determine' who has the highest score (or scores if a tie), and use the bitmap drawing code to splat him over the battler. That would entail loading the bitmap from your project (probably in the pictures folder), setting its location, and pasting it within. Sorta like:
But that's the basics, and ya need to deal with sorting WHO gets the hightest threat, and 'IF' it is the highest threat, draw it. Skip if not the highest threat.
Still, I like the little devil dude. That would probably take a little more work to have it first 'determine' who has the highest score (or scores if a tie), and use the bitmap drawing code to splat him over the battler. That would entail loading the bitmap from your project (probably in the pictures folder), setting its location, and pasting it within. Sorta like:
Code:
# Here, we get the graphic of the Threat Devil Dude, and it's coordinates
ddudebmp RPG::Cache.picture("DevilDude") # Load the pic
ddude_x = a.screen_x # Using 'a' for the actor
ddude_y = 0 # 0 position is top of window
ddude_width = ddudebmp.width # The graphic's width
ddude_height = ddudebmp.height # The Graphic's height
# Here, we make the rectangle drawing area based on the devil dude's dimensions
# Rectangle is defined by ( x, y, width, height) of the area
ddude_rect = Rect.new(0, 0, ddude_width, ddude_height)
# Here, we draw it into the x/y coordinates,
# Blt (or blit) needs: x-position, y-position, the graphic, and rectangle area)
self.contents.blt(ddude_x, ddude_y, ddudebmp, ddude_rect)
But that's the basics, and ya need to deal with sorting WHO gets the hightest threat, and 'IF' it is the highest threat, draw it. Skip if not the highest threat.