02-16-2025, 07:06 PM
(This post was last modified: 02-16-2025, 07:07 PM by DerVVulfman.)
BUMP
To version 1.1
To version 1.1
First, there's nothing wrong with the new 'Steal Damage' pop methods within RPG::Sprite. The damage values, icons and flags are solely local. That being, they only exist within that method. When that method runs, the values passed into it only exists for that instance And when the creation of that steal damage pop is done, they vanish.
On a layman's perspective, we can compare these two values/variables (solely as an example):
* stealing_damage : (a local variable) - Only exists for the moment and only within that method until it is done
* @stealing_damage : (an instance variable) - Will exist throughout its class and will not erase until the class is closed
So, issues with values or icons in the Steal Damage pop must have been when it was called/triggered.
* * *
Now the Game_Battler is usually the class that handles any damage applied to an actor or enemy, but this code uses the Game_Enemy class. That is actually not a problem as Game_Enemy inherits all the methods that were created in Game_Battler. Ergo, adding content to creating a Steal Damage pop or effects within Game_Enemy is inventive and shouldn't be an issue.
What IS an issue is that, while the method in Game_Battler erases the values of normal damage pops after the pops are done, there was nothing within Game_Enemy's code to reset or erase the steal damage pops. Sure, the Game_Battler code defined and initialized the values to nil, but they were never reset.
So, I chose to have them initialized/reset at the very start of the Steal or Peep skill tests. Since they are erased or reset at the very beginning of the routine, this should eliminate issues where a peeper damage pop accidentally has an icon attached, an icon that should be nil.
* * *
Towards the Steal Window that appears after the damage pops... my bad! I recognized within other sections of the code that I needed to acquire item names and item icons based upon the type of item, whether weapon, armor or generic item. But I forgot to replace the original icon bitmap methods from makeamidget's and Khatharr's code with one that recognized the three types. Now it is fixed and will generate the proper type of icon.
That should take care of everything.