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Aligning the menu

Well, I have been trying to do this myself, and to tell the truth, I am quite happy with it. I have just been screwing around with the DBS so it will suit my tastes.

I just finished changing the picture of the character set to the batter of the actor, but I want to line them up. I'm assuming the battler's x/y co-ordinates are on the top left, right? Well... take a look for yourself:

http://img90.imageshack.us/img90/4873/examplefo9.png[/IMG]

I want to line the cut off of the battlers along the red line.

Help?

EDIT: Damn, just realized this is the wrong forum. Somebody want to move this to RGSS support?
 
You should use a Viewport. A viewport, simple enough, is like a window.

So, say you want to cut off at the line? Find the X, and create a viewport ^_^

P.S. That looks interesting, if you need a scripter, just PM me :D
 
Okay, well this is what I edited...:
Lines 108-114 of "Window_Base".
Code:
  def draw_actor_graphic(actor, x, y)
    [COLOR=SeaGreen]#bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)[/COLOR]
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
[COLOR=seagreen]    #cw = bitmap.width / 4
    #ch = bitmap.height / 4[/COLOR]
    cw = bitmap.width
    ch = bitmap.height / 1.27
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
And lines 23-38 of Window_MenuStatus
Code:
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
[COLOR=seagreen]      #draw_actor_graphic(actor, x - 40, y + 80)[/COLOR]
      draw_actor_graphic(actor, x, y+100)
[COLOR=seagreen]      #draw_actor_name(actor, x, y)[/COLOR]
      draw_actor_name(actor, x+70, y)
      draw_actor_class(actor, x + 144, y)
[COLOR=seagreen]      #draw_actor_level(actor, x, y + 32)[/COLOR]
      draw_actor_level(actor, x+70, y + 32)
      draw_actor_state(actor, x + 90, y + 55)
[COLOR=seagreen]      #draw_actor_exp(actor, x, y + 64)[/COLOR]
      draw_actor_hp(actor, x + 236, y + 32)
      draw_actor_sp(actor, x + 236, y + 64)
    end
  end
The comments are what it was before it was changed. I just keep it there, in the case I accidently screw myself big time.
 

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