Hm, die Frage kam doch schon mal: hier
Code:
class Game_Actor
def screen_x
# Return after calculating x-coordinate by order of members in party
if self.index != nil
abstand = 640 / $game_party.actors.size
return ((self.index+1) * abstand - abstand/2)
else
return 0
end
end
end
class Window_BattleStatus
def refresh
self.contents.clear
@item_max = $game_party.actors.size
abstand = 640 / @item_max
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = (i+1) * abstand - abstand/2 - 80
draw_actor_name(actor, actor_x, 0)
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
end
Edit: Das Schwarze kriegste weg, in dem du in Spriteset_Battle die Zeile
Code:
@viewport1 = Viewport.new(0, 0, 640, 320)
in
Code:
@viewport1 = Viewport.new(0, 0, 640, 480)
abänderst.
Und dann das einfügst:
Code:
class Window_BattleStatus
alias old_init initialize
def initialize(*args)
old_init(*args)
self.opacity = 0
end
end