For some reason the damage in battle when done to actors appears to low, but only on actors after the first (so actor 1 is fine, but 2-4 aren't)
This is what i mean
Actor 1 - position is fine
http://i5.photobucket.com/albums/y200/Desbrina/actor1.jpg
actor2 - too low
http://i5.photobucket.com/albums/y200/Desbrina/actor2.jpg
The only battle script i've edited is the Window_BattleStatus so that the actors name are bolded.
This is what i mean
Actor 1 - position is fine
http://i5.photobucket.com/albums/y200/Desbrina/actor1.jpg
actor2 - too low
http://i5.photobucket.com/albums/y200/Desbrina/actor2.jpg
The only battle script i've edited is the Window_BattleStatus so that the actors name are bolded.
Code:
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(actor_x, 1, 120, 32, actor.name)
self.contents.draw_text(actor_x-2, -1, 120, 32, actor.name)
self.contents.draw_text(actor_x, -1, 120, 32, actor.name)
self.contents.draw_text(actor_x-2, 1, 120, 32, actor.name)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(actor_x-1, 0, 120, 32, actor.name)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end