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 Atoa Custom Battle System: Popup when status change
#6
When I said...

(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)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Messages In This Thread
RE: Atoa Custom Battle System: Popup when status change - by DerVVulfman - 01-30-2016, 04:25 AM

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