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[Resolved] Where are the Damage Coordinates?

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Where are the damage display coordinates found? Like if my actor takes 233 damage and the white text "233" pops up over my actor picture or whatever, where in the script editor do I find those x and y values so I can change them?

I've been looking all day but no luck. I thought it might be damage_pop but that doesn't seem to be the case. I have no idea where the damage display sprite is coming from.
« Last Edit: October 05, 2011, 02:40:49 AM by shintashi »

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It's hidden in the Sprite class of the RPG module. You can find this in the software Help file. I searched for 'damage' and it comes up with 4 possible results. You want RPG::Sprite

Code: [Select]

module RPG
  class Sprite < ::Sprite
   
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new(self.viewport)
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80
      @_damage_sprite.oy = 20
      @_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
   
  end
end
(Why do I always feel like it's the end of the world and I'm the last man standing?)

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I found that stuff about 30 minutes ago but couldn't make use of it - actually I just tried finding "damage_string" and came up empty and went back to scouring the script editor.

I only need to edit the coordinates of my actor damage, not my enemy damage (not yet anyway).

edit:

maybe this stuff

Code: [Select]
@_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2

will work?

I'm not sure where to put it but I'll give it a go.

edit edit:
 I tested it with
Code: [Select]
@_damage_sprite.x = self.x -200

inside game_battler_3 but it said game_enemy didn't know what "x" was and crashed.
« Last Edit: October 05, 2011, 01:59:49 AM by shintashi »

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It's a hidden class that's inherited from RPG::Sprite.

Code: [Select]
From help file:

RPG::Sprite

damage(value, critical)
Displays the amount of damage or the word "Miss!"in a pop-up in front of the sprite.

If value is a positive number, the amount of normal damage will be displayed in white. If it is a negative number, the amount of recovery will be displayed in green with no negative sign. If value is text, it will be displayed in white, as is.

If critical is set to TRUE, the word "CRITICAL" will be displayed above the damage amount.

The damage sprite is displayed at a Z-coordinate of 3000.

You can modify it so long as you abide with RPG::Sprite (also found from the help file):

Code: [Select]
module RPG
  class Sprite < ::Sprite
    @@_animations = []
    @@_reference_count = {}
    def initialize(viewport = nil)
      super(viewport)
      @_whiten_duration = 0
      @_appear_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
      @_damage_duration = 0
      @_animation_duration = 0
      @_blink = false
    end
    def dispose
      dispose_damage
      dispose_animation
      dispose_loop_animation
      super
    end
    def whiten
      self.blend_type = 0
      self.color.set(255, 255, 255, 128)
      self.opacity = 255
      @_whiten_duration = 16
      @_appear_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
    end
    def appear
      self.blend_type = 0
      self.color.set(0, 0, 0, 0)
      self.opacity = 0
      @_appear_duration = 16
      @_whiten_duration = 0
      @_escape_duration = 0
      @_collapse_duration = 0
    end
    def escape
      self.blend_type = 0
      self.color.set(0, 0, 0, 0)
      self.opacity = 255
      @_escape_duration = 32
      @_whiten_duration = 0
      @_appear_duration = 0
      @_collapse_duration = 0
    end
    def collapse
      self.blend_type = 1
      self.color.set(255, 64, 64, 255)
      self.opacity = 255
      @_collapse_duration = 48
      @_whiten_duration = 0
      @_appear_duration = 0
      @_escape_duration = 0
    end
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new(self.viewport)
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80
      @_damage_sprite.oy = 20
      @_damage_sprite.x = self.x
      @_damage_sprite.y = self.y - self.oy / 2
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new(self.viewport)
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new(self.viewport)
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    def dispose_damage
      if @_damage_sprite != nil
        @_damage_sprite.bitmap.dispose
        @_damage_sprite.dispose
        @_damage_sprite = nil
        @_damage_duration = 0
      end
    end
    def dispose_animation
      if @_animation_sprites != nil
        sprite = @_animation_sprites[0]
        if sprite != nil
          @@_reference_count[sprite.bitmap] -= 1
          if @@_reference_count[sprite.bitmap] == 0
            sprite.bitmap.dispose
          end
        end
        for sprite in @_animation_sprites
          sprite.dispose
        end
        @_animation_sprites = nil
        @_animation = nil
      end
    end
    def dispose_loop_animation
      if @_loop_animation_sprites != nil
        sprite = @_loop_animation_sprites[0]
        if sprite != nil
          @@_reference_count[sprite.bitmap] -= 1
          if @@_reference_count[sprite.bitmap] == 0
            sprite.bitmap.dispose
          end
        end
        for sprite in @_loop_animation_sprites
          sprite.dispose
        end
        @_loop_animation_sprites = nil
        @_loop_animation = nil
      end
    end
    def blink_on
      unless @_blink
        @_blink = true
        @_blink_count = 0
      end
    end
    def blink_off
      if @_blink
        @_blink = false
        self.color.set(0, 0, 0, 0)
      end
    end
    def blink?
      @_blink
    end
    def effect?
      @_whiten_duration > 0 or
      @_appear_duration > 0 or
      @_escape_duration > 0 or
      @_collapse_duration > 0 or
      @_damage_duration > 0 or
      @_animation_duration > 0
    end
    def update
      super
      if @_whiten_duration > 0
        @_whiten_duration -= 1
        self.color.alpha = 128 - (16 - @_whiten_duration) * 10
      end
      if @_appear_duration > 0
        @_appear_duration -= 1
        self.opacity = (16 - @_appear_duration) * 16
      end
      if @_escape_duration > 0
        @_escape_duration -= 1
        self.opacity = 256 - (32 - @_escape_duration) * 10
      end
      if @_collapse_duration > 0
        @_collapse_duration -= 1
        self.opacity = 256 - (48 - @_collapse_duration) * 6
      end
      if @_damage_duration > 0
        @_damage_duration -= 1
        case @_damage_duration
        when 38..39
          @_damage_sprite.y -= 4
        when 36..37
          @_damage_sprite.y -= 2
        when 34..35
          @_damage_sprite.y += 2
        when 28..33
          @_damage_sprite.y += 4
        end
        @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
        if @_damage_duration == 0
          dispose_damage
        end
      end
      if @_animation != nil and (Graphics.frame_count % 2 == 0)
        @_animation_duration -= 1
        update_animation
      end
      if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
        update_loop_animation
        @_loop_animation_index += 1
        @_loop_animation_index %= @_loop_animation.frame_max
      end
      if @_blink
        @_blink_count = (@_blink_count + 1) % 32
        if @_blink_count < 16
          alpha = (16 - @_blink_count) * 6
        else
          alpha = (@_blink_count - 16) * 6
        end
        self.color.set(255, 255, 255, alpha)
      end
      @@_animations.clear
    end
    def update_animation
      if @_animation_duration > 0
        frame_index = @_animation.frame_max - @_animation_duration
        cell_data = @_animation.frames[frame_index].cell_data
        position = @_animation.position
        animation_set_sprites(@_animation_sprites, cell_data, position)
        for timing in @_animation.timings
          if timing.frame == frame_index
            animation_process_timing(timing, @_animation_hit)
          end
        end
      else
        dispose_animation
      end
    end
    def update_loop_animation
      frame_index = @_loop_animation_index
      cell_data = @_loop_animation.frames[frame_index].cell_data
      position = @_loop_animation.position
      animation_set_sprites(@_loop_animation_sprites, cell_data, position)
      for timing in @_loop_animation.timings
        if timing.frame == frame_index
          animation_process_timing(timing, true)
        end
      end
    end
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x - self.ox + self.src_rect.width / 2
          sprite.y = self.y - self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
    def animation_process_timing(timing, hit)
      if (timing.condition == 0) or
         (timing.condition == 1 and hit == true) or
         (timing.condition == 2 and hit == false)
        if timing.se.name != ""
          se = timing.se
          Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
        end
        case timing.flash_scope
        when 1
          self.flash(timing.flash_color, timing.flash_duration * 2)
        when 2
          if self.viewport != nil
            self.viewport.flash(timing.flash_color, timing.flash_duration * 2)
          end
        when 3
          self.flash(nil, timing.flash_duration * 2)
        end
      end
    end
    def x=(x)
      sx = x - self.x
      if sx != 0
        if @_animation_sprites != nil
          for i in 0..15
            @_animation_sprites[i].x += sx
          end
        end
        if @_loop_animation_sprites != nil
          for i in 0..15
            @_loop_animation_sprites[i].x += sx
          end
        end
      end
      super
    end
    def y=(y)
      sy = y - self.y
      if sy != 0
        if @_animation_sprites != nil
          for i in 0..15
            @_animation_sprites[i].y += sy
          end
        end
        if @_loop_animation_sprites != nil
          for i in 0..15
            @_loop_animation_sprites[i].y += sy
          end
        end
      end
      super
    end
  end
end

Edit: Ninja'd :-[

But yes, it is the x and y of @_damage_sprite that needs changing.
« Last Edit: October 05, 2011, 01:57:04 AM by cozziekuns »

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I understand if I use something like

Code: [Select]
    if @active_battler.is_a?(Game_Actor)
       @_damage_sprite.x = self.x -200
   end

It should work, except it doesn't seem to want do so, and I'm probably putting it in the wrong place to begin with.

*****
Rep:
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This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
Right under:

Code: [Select]
@battler.damage_pop = false

***
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Code: [Select]
        if @battler.is_a?(Game_Actor)
          @_damage_sprite.x = self.x - 54
          @_damage_sprite.y = self.y - 180
        end

Got in there, and it works like a charm!