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Original Source
- Original title: Numbers on top of eachother?
- Original author: burntable
- Original date: September 8, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/numbers-on-top-of-eachother.44549/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Ok, I have been pretty messy with my scripts, and something strange happend. If I raise an actors max tp, it often happens, that the last digit of the TP number gets bugged out. The top number is the correct one, though. This happens in all windows where I put the actor gauges. Does anyone know what can cause such a strange behaviour? {
Archived First Post
Ok, I have been pretty messy with my scripts, and something strange happend.
If I raise an actors max tp, it often happens, that the last digit of the TP number gets bugged out. The top number is the correct one, though. This happens in all windows where I put the actor gauges.
Does anyone know what can cause such a strange behaviour?
Protected download
I figured it out. For anyone who was also wondering.
If I raise an actors max tp, it often happens, that the last digit of the TP number gets bugged out. The top number is the correct one, though. This happens in all windows where I put the actor gauges.
Does anyone know what can cause such a strange behaviour?
Protected download
I figured it out. For anyone who was also wondering.
Code:
def draw_actor_tp(actor, x, y, width = 124) draw_actor_tp_gauge(actor, x, y, width) change_color(system_color) draw_text(x, y, 60, line_height, Vocab::tp_a) change_color(tp_color(actor))# draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) # <--- wtf ? xD draw_current_and_max_values(x, y, width, actor.tp.to_i, actor.mtp.to_i, tp_color(actor), normal_color) end
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