RMMV Changing the opacity for a specific window in battle

Kokonaugt

Villager
Member
Joined
Aug 16, 2020
Messages
12
Reaction score
1
First Language
english
Primarily Uses
RMMV
Hey! I'm trying to remove transparency from all the assets in my games (or as much as possible) : I managed to make all of the menu windows that I know of opaque, except this very specific one that appears during attacks in battle.

screenshot.jpg


Do you know where I could edit the code to make it opaque once and for all, or if a specialized plugin could help me with this?
 

Attachments

slimmmeiske2

Little Red Riding Hood
Global Mod
Joined
Sep 6, 2012
Messages
7,829
Reaction score
5,221
First Language
Dutch
Primarily Uses
RMXP

I've moved this thread to Plugin Requests. Please be sure to post your threads in the correct forum next time. Thank you.

 

caethyril

^_^
Veteran
Joined
Feb 21, 2018
Messages
2,087
Reaction score
1,508
First Language
EN
Primarily Uses
RMMZ
You could try sticking this in a .js file (e.g. in Notepad, Save As > File Type: All Files, Filename: whatever.js) and importing as a plugin (untested):
JavaScript:
Window_BattleLog.prototype.backPaintOpacity = function() {
    return 255;  // originally 64
};
 

Kokonaugt

Villager
Member
Joined
Aug 16, 2020
Messages
12
Reaction score
1
First Language
english
Primarily Uses
RMMV
You could try sticking this in a .js file (e.g. in Notepad, Save As > File Type: All Files, Filename: whatever.js) and importing as a plugin (untested):
JavaScript:
Window_BattleLog.prototype.backPaintOpacity = function() {
    return 255;  // originally 64
};
Thank your for your answer, I managed to do it yesterday evening after I figured out the window was called "BattleLog". What I did is change the line you're talking about in rpg_windows.js.
Is there a reason to rather create a plugin for this, or is it alright to just edit the code in rpg_windows.js like I did?
 

caethyril

^_^
Veteran
Joined
Feb 21, 2018
Messages
2,087
Reaction score
1,508
First Language
EN
Primarily Uses
RMMZ
Thank your for your answer, I managed to do it yesterday evening after I figured out the window was called "BattleLog". What I did is change the line you're talking about in rpg_windows.js.
Is there a reason to rather create a plugin for this, or is it alright to just edit the code in rpg_windows.js like I did?
The in-game effect should be identical. :)

Editing rpg_windows.js directly can cause unnecessary confusion if, at a later point, you're looking for help on some problem but are using an edited version of that core script file. :kaoswt: (Updates to the core scripts could also be an issue, but RMMV isn't receiving any more updates so no worries there.)

Making your edit(s) into plugin(s) means they can be tracked easily and turned on/off via the Plugin Manager if you need to do some debugging or change your mind about a feature.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,847
Messages
1,016,968
Members
137,561
Latest member
JaCrispy85
Top