RMMV Yanfly Row Formatin. Space between rows not consistent.

fugahagen

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The problem is when you have rows with different amounts of actors in those rows. The y position isn't right. It bases the y of the first battler in the row relative to the y of the first battler in the row in front of it. Then all other battlers y are based on the first battler in their row. That just doesn't work with rows with different amounts of battlers.

This problem is even in Yanfly videos and I can see what and why its doing it, so its a plugin "feature" not a bug or my mistake.

In the pictures the you can see what I mean. Sword icon = 1st row, Spear = 2nd, Bow = 3rd, Harp = 4th

The problem gets worse when difference in the number of battlers between adjacent rows are greater.

My guess is I need make the y pos for the row start on the middle guy in a row and go from there. Problem is I have no idea how to do this. The math confuses me for starters but also not sure how to even start with this problem. Maybe some script or eventing that checks the number of all rows then modifies the y pos after the fact? Not sure if that will conflict with the Yanfly action sequences i was planning on making for if I should use that plugin to help fix this.

Also if anyone knows the best way to limit the number of battlers in a row at a time, this wouldn't be as big of a problem.
 

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fugahagen

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OK so part of my problem was I was confusing x for y..:rswt2: I meant the horizontal positions were messed up which is x. Also I was using a 5th hidden row that was messing up the numbers. Needed to substitute "maxRows" for 4, the amount of on screen rows.

Anyway been fiddling with this and got something that seems to work fine. For anyone who wants to know here are the plugin parameters. Took me forever to figure them out.

Row 1 Home X:
Code:
(maxRowX - (4 - rowId) * 112 + rowIndex * 32) - ($gameParty.rowSize(1) * 16)

Row 2 Home X:
Code:
(maxRowX - (4 - rowId) * 112 + rowIndex * 32) + ($gameParty.rowSize(1) + 16 ) - ($gameParty.rowSize(2) * 16)

Row 3 Home X:
Code:
(maxRowX - (4 - rowId) * 112 + rowIndex * 32) + ($gameParty.rowSize(2) + 16 ) - ($gameParty.rowSize(3) * 16)

Row 4 Home X:
Code:
(maxRowX - (4 - rowId) * 112 + rowIndex * 32) + ($gameParty.rowSize(3) + 16 ) - ($gameParty.rowSize(4) * 16)


Then the Enemy Row X all the way at the bottom of the list:

Code:
($gameParty.maxBattleMembers() * 32) + (4 - rowId) * 112 - rowIndex * 32

Too bad the Enemy rows have the same problem as my actors did but its a lot better then them everywhere!

Also since about this time my battlers sometimes change rows (skills) but dont move visually until a row update later. I wonder if calling the global variable like that is the problem. I know that if I change a row in the row menu it fixes all rows after.

Also minor thing but the enemy row is too far over about 16 pixels it looks like in the last pic.
 

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