I don't know why the box only fill that small portion
and the result when testing the game is like this
why is that, and how to fix something like this ?
and I don't change anything from the plugins demo
var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
Game_CharacterBase.prototype.update = function() {
//.isMoving doesn't really work in altimit
//this fixes it with the addition of a new function which I can use to tell
//if the character is actually like, moving
// the problem seems to be that the isMoving gets cleared midway through
// this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
// but lots of things break if I monkey around with _isMoving
// so I'm creating my own clone of it here.
// this is true if the character is in motion and false if they aren't.
if (this.isMoving())
{
this._inMotion=true;
}else{
this._inMotion=false;
}
Game_CharacterBase_update_for_ismoving.call( this );
}var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
Game_CharacterBase.prototype.update = function() {
//.isMoving doesn't really work in altimit
//this fixes it with the addition of a new function which I can use to tell
//if the character is actually like, moving
// the problem seems to be that the isMoving gets cleared midway through
// this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
// but lots of things break if I monkey around with _isMoving
// so I'm creating my own clone of it here.
// this is true if the character is in motion and false if they aren't.
if (this.isMoving())
{
this._inMotion=true;
}else{
this._inMotion=false;
}
Game_CharacterBase_update_for_ismoving.call( this );
}for (var i = 0; i < $gameMap._battlersOnScreen.length; i++) {
battler = $gameMap._battlersOnScreen[i].battler();
if (!battler.isDead()){
if(battler.isStateAffected(4)){
this.changeHp(battler, -(Math.floor(battler.mhp*.10)), true);}
battler.startDamagePopup();
battler.updateStateTurns();
battler.updateBuffTurns();
battler.removeStatesAuto(1);
battler.removeStatesAuto(2);}}$gameMap.regionId(x,y) != 10$gameMap.regionId(x,y) != 10