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- May 11, 2018
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The alignment with my character is like... waaaaay off to the side when I set Yanfly's core to 1920 x 1080 and I am zoomed in. Is there anyway to fix it so that the messages are once again aligned with my character at this aspect ratio?
I am using MBS Map Zoom (but SRD Camera Core ALSO does the same thing at this ratio). When using a smaller ratio like in your demo, it works fine. Or when not zoomed in, it works fine. So the zoom + ratio seems to be the issue. I am not sure if there is any part of your plugin I can just edit to compensate (like x and y coords). Or if this has more to do with the zoom.

EDIT: I found this bit in the plugin itself
this._maxFrames = _messageStructs[0].FadeTime || 100;
this._framesPreCalculated = this._maxFrames * 0.33;
this.x = 0; this.y = 0;
I can manually adjust the location with x and y here. However, I was wondering if there was a better solution that would 'glue' it to character. Like x = character.x.position ect.
Like if I decide to have different zoom levels, that means it will naturally follow suit haha.
I am using MBS Map Zoom (but SRD Camera Core ALSO does the same thing at this ratio). When using a smaller ratio like in your demo, it works fine. Or when not zoomed in, it works fine. So the zoom + ratio seems to be the issue. I am not sure if there is any part of your plugin I can just edit to compensate (like x and y coords). Or if this has more to do with the zoom.

EDIT: I found this bit in the plugin itself
When I play with:// ------------------------------------------------------------------------------
// New 'minor' text layer sprite
// ==============================================================================
var _processingMinorMessage = false; var _preCalcMinorHeight = parseInt(_messageStructs[0].FontSize) + 12;
var _preCalcNewMsgLimit = parseInt(_messageStructs[0].FontSize) + 4;
if (_preCalcNewMsgLimit > (_messageStructs[0].FadeTime - 12)) _preCalcNewMsgLimit = _messageStructs[0].FadeTime - 12;
function Minor_Message_OC() {
this.initialize.apply(this, arguments);
}
Minor_Message_OC.prototype = Object.create(Sprite.prototype);
Minor_Message_OC.prototype.constructor = Minor_Message_OC;
Minor_Message_OC.prototype.initialize = function (create_bitmap) {
Sprite.prototype.initialize.call(this);
this._maxFrames = _messageStructs[0].FadeTime || 100;
this._framesPreCalculated = this._maxFrames * 0.33;
this.x = 0; this.y = 0;
if (create_bitmap) {
this._w = Graphics.boxWidth;
this._h = Graphics.boxHeight;
this.bitmap = new Bitmap(this._w, this._h);
this._textQueue = [];
} else {
this._w = Graphics.boxWidth;
this._h = _preCalcMinorHeight;
}
};
this._maxFrames = _messageStructs[0].FadeTime || 100;
this._framesPreCalculated = this._maxFrames * 0.33;
this.x = 0; this.y = 0;
I can manually adjust the location with x and y here. However, I was wondering if there was a better solution that would 'glue' it to character. Like x = character.x.position ect.
Like if I decide to have different zoom levels, that means it will naturally follow suit haha.
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