10-21-2021, 04:24 PM
(This post was last modified: 10-21-2021, 04:30 PM by DerVVulfman.)
Welcome back. Long time no see!!!
I took more time translating your post from Korean to English than I did figuring this out.
So you just want the "SP" for your default points to change based on the actor? THAT'S EASY!!!! Just a case of knowing where it is!!!
Now, normally you would go to the Window_Base class to alter the 'draw_actor_sp' method. But Vic rewrote that with his battlesystem. You will find that it is in the Battle Windows script .... WHICH I UPGRADED FOR YOU to add the TP points. So where I suggest will be based upon the new script.
In the Battle Windows script, you will find the draw_actor_sp method begin on line 290. To be more specific, that is where the 'alias' command begins for that method. With that, you will find the offending statement.....
Now I just made this little bit of code... and it replaces the line on 297 itself, though it of course utilizes the same draw_text command.
This replaces the original line on 297, and should look like this in your script.
It is keyed to use the Actor's ID rather than the actor's name. Any changes/additions to the list of actors with alternate versions of SP will need to be done here.
And note you can do a variation above with the HP stats, or further down with the TP system replacing the line that references the MOG::TP_NAME value.
I took more time translating your post from Korean to English than I did figuring this out.
So you just want the "SP" for your default points to change based on the actor? THAT'S EASY!!!! Just a case of knowing where it is!!!
Now, normally you would go to the Window_Base class to alter the 'draw_actor_sp' method. But Vic rewrote that with his battlesystem. You will find that it is in the Battle Windows script .... WHICH I UPGRADED FOR YOU to add the TP points. So where I suggest will be based upon the new script.
In the Battle Windows script, you will find the draw_actor_sp method begin on line 290. To be more specific, that is where the 'alias' command begins for that method. With that, you will find the offending statement.....
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
...on line 297. It is here where simple magic can be made.Now I just made this little bit of code... and it replaces the line on 297 itself, though it of course utilizes the same draw_text command.
Code:
# CHANGE BEGINS HERE---------------------------------------------------
sp_replace = "SP"
case actor.id
when 2; sp_replace = "MP"
when 4; sp_replace = "CP"
end
self.contents.draw_text(x, y, 32, 32, sp_replace)
# CHANGE ENDS HERE ----------------------------------------------------
Code:
self.contents.font.color = system_color
self.contents.font.name = SP_Text[2]
self.contents.font.size = SP_Text[3]
self.contents.font.bold = SP_Text[4]
# CHANGE BEGINS HERE---------------------------------------------------
sp_replace = "SP"
case actor.id
when 2; sp_replace = "MP"
when 4; sp_replace = "CP"
end
self.contents.draw_text(x, y, 32, 32, sp_replace)
# CHANGE ENDS HERE ----------------------------------------------------
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
It is keyed to use the Actor's ID rather than the actor's name. Any changes/additions to the list of actors with alternate versions of SP will need to be done here.
And note you can do a variation above with the HP stats, or further down with the TP system replacing the line that references the MOG::TP_NAME value.