Fixed Pictures Script Covering Popups/HUD

Dymdez

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Hey guys, I decided to make my own maps for the first time but I am having issue... I am using the Fixed Pictures script found HERE: http://www.rpgmakervxace.net/topic/3076-fixed-pictures-for-rmvx-ace-for-parralax-mapping/

The problem is, the picture display is covering other stuff on the screen, like my ABS hud and my item popups script.

Any ideas on how to get the HUD (from Falcao's ABS) and item popup (from item popup script) to display over the pictures?

Here is the item popup script, I guess what I am really asking is how to get the following script to display the popup over a displayed picture.

Code:
#===============================================================================# * Falcao Pearl ABS script shelf # 8## Item and gold pop up v 1.0# This is just an add on for the Pearl ABS system, it run as standalone mode too## Website: [URL="http://falcaorgss.wordpress.com/#"]http://falcaorgss.wordpress.com/#[/URL] Foro: www.makerpalace.com#===============================================================================## * Installation# This work as plug and play, copy and paste the script above main## * Usage# There is no special references, when you earn an item or gold, then pop appear# Edit the module below for convenience#-------------------------------------------------------------------------------module PearlItemPop   # Position X of the pop up object  Pos_X = 10   # Position Y of the pop up object  Pos_Y = 320   # Icon displayed when earnig gold  GoldIcon = 245   # Se sound played when gaining items (set nil if you dont want to play sound)  ItemSe = "Item31"   # Se sound played when gainig gold (set nil if you dont want to play sound)  GoldSe = "Coin" endclass Game_Party < Game_Unit  alias falcaopearl_itempop_gain gain_item  def gain_item(item, amount, include_equip = false)    if !item_container(item.class).nil? && SceneManager.scene_is?(Scene_Map)      if amount > 0        $game_system.item_object = [item, amount]        RPG::SE.new(PearlItemPop::ItemSe, 80).play rescue nil      end    end    falcaopearl_itempop_gain(item, amount, include_equip = false)  end   alias falcaopearl_itempop_gold gain_gold  def gain_gold(amount)    if SceneManager.scene_is?(Scene_Map)      $game_system.item_object = [nil, amount]      RPG::SE.new(PearlItemPop::GoldSe, 80).play rescue nil    end    falcaopearl_itempop_gold(amount)  endendclass Game_System  attr_accessor :item_objectendclass Spriteset_Map   alias falcaopearl_itempop_create create_pictures  def create_pictures    create_itempop_sprites    falcaopearl_itempop_create  end   def create_itempop_sprites    @item_object = $game_system.item_object    @item_sprite = Sprite_PopItem.new(@viewport2, @item_object) if    not @item_object.nil?  end   alias falcaopearl_itempop_update update  def update    if !@item_sprite.nil?      unless @item_sprite.disposed?        @item_sprite.update      else        @item_sprite.dispose        @item_object = nil        $game_system.item_object = nil        @item_sprite = nil      end    end    if @item_object != $game_system.item_object      @item_sprite.dispose if !@item_sprite.nil?      @item_sprite = nil      @item_sprite = Sprite_PopItem.new(@viewport2, $game_system.item_object)      @item_object = $game_system.item_object    end    falcaopearl_itempop_update  end   alias falcaopearl_itempop_dispose dispose  def dispose    @item_sprite.dispose unless @item_sprite.nil?    falcaopearl_itempop_dispose  endend class Sprite_PopItem < Sprite  def initialize(viewport, item)    super(viewport)    @item = item[0]    @num = item[1]    set_bitmap    self.x = PearlItemPop::Pos_X    self.y = PearlItemPop::Pos_Y    @erasetimer = 160    update  end   def update    super    if @erasetimer > 0      @erasetimer -= 1      self.opacity -= 10 if @erasetimer <= 25      dispose if @erasetimer == 0    end  end   def dispose    self.bitmap.dispose    super  end   def set_bitmap    @item.nil? ? operand = Vocab::currency_unit : operand = @item.name    string = @item.nil? ? (operand + ' X' + @num.to_s) : operand    self.bitmap = Bitmap.new(26 + string.length * 9, 28)    self.bitmap.fill_rect(0, 0, self.bitmap.width, 28, Color.new(0, 0, 0, 100))    self.bitmap.font.size = 20    bitmap = Cache.system("Iconset")    icon = @item.nil? ? PearlItemPop::GoldIcon : @item.icon_index    rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)    self.bitmap.blt(4, 0, bitmap, rect)    self.bitmap.draw_text(28, 0, 250, 32, string)  endend
 
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Iavra

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Aside from x and y, sprites (and pictures, since they are actually sprites) have a variable z. Sprites with higher z values will show over lower ones. So you have to either lower the z-index of your pictures or increase the z-index of your HUD and item popups.
 

Dymdez

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Well, I appreciate the response (truthfully I didn't think I would get one), but I don't have the slightest idea on how to increase the Z index on the item popups. I'll show you all the secret jumping mini games in guild wars 2 if you tell me how :p
 

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In your Item popup script, look for

class Sprite_PopItem < Sprite  def initialize(viewport, item)    super(viewport)    @item = item[0]    @num = item[1]    set_bitmap    self.x = PearlItemPop::pos_X    self.y = PearlItemPop::pos_Y    @erasetimer = 160    update  endand add

self.z = 10after self.y.

If 10 is too low, try higher numbers, until it works.

I don't do PvE in GW2, btw :p

/edit: Since you can have a maximum of 100 pictures displayed at once and pictures have z-index equal to their id, you should do self.z = 101 to be on the safe side.
 
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Dymdez

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Ok, trying now. If this works, then YOU SIR, just got yourself in my game!

Yea... works perfectly :)

Here's the HUD script for the Falcao Skillbar that is overshadowed by the pictures I am displaying. Could you tell me where in here to add the "self.z = 101"

Code:
#===============================================================================# * Falcao Pearl ABS script shelf # 4## This script handles the Skillbar funtions# it is designed to support the 'Mouse System Buttons script 1.6 and above too# you can trigger tools by clicking the icons on the toolbar!#===============================================================================module PearlSkillBar   # Skillbar X position in tiles  Tile_X = 0   # Skillbar Y position in tiles  Tile_Y = 15   # Layout graphic  LayOutImage = "Pearl Skillbar"   # Follower attack command icon index  ToggleIcon = 0   #    * Commands  #  # PearlSkillBar.hide        - hide the skillbar  # PearlSkillBar.show        - show the skillbar  #-----------------------------------------------------------------------------   def self.hide    $game_system.skillbar_enable = true  end   def self.show    $game_system.skillbar_enable = nil  end   def self.hidden?    !$game_system.skillbar_enable.nil?  endendclass Game_System  attr_accessor :skillbar_enable, :pearlbars, :enemy_lifeobject  alias falcaopearl_abs_hud initialize  def initialize    unless PearlKernel::StartWithHud      @skillbar_enable = true      @pearlbars = true    end    falcaopearl_abs_hud  endendclass Sprite_PearlTool < Sprite  include PearlSkillBar  attr_accessor :actor  def initialize(view, custom_pos=nil)    super(view)    @layout = ::Sprite.new(view)    @layout.bitmap = Cache.picture(LayOutImage)    @icons = ::Sprite.new(view)    @icons.bitmap = Bitmap.new(@layout.bitmap.width, @layout.bitmap.height)    self.bitmap = Bitmap.new(@layout.bitmap.width+32, @layout.bitmap.height+32)    if custom_pos.nil?      @layout.x = Tile_X * 32      @layout.y = Tile_Y * 32    else      @layout.x = custom_pos[0]      @layout.y = custom_pos[1]    end    @icons.x = @layout.x    @icons.y = @layout.y    self.x = @layout.x - 16    self.y = @layout.y - 12    self.z = self.z + 1    @actor = $game_player.actor    @actor.apply_usability    @old_usability = []    8.times.each {|i| @old_usability[i] = @actor.usability[i]}    @framer = 0    @info_keys = ::Sprite.new(view)    @info_keys.bitmap = Bitmap.new(self.bitmap.width, self.bitmap.height)    @info_keys.x = self.x; @info_keys.y = self.y; @info_keys.z = self.z    draw_key_info    refresh_icons    refresh_texts    @view = view    @on_map = SceneManager.scene_is?(Scene_Map)    @mouse_exist = defined?(Map_Buttons).is_a?(String)    @mouse_exist = false if @mouse_exist && !SceneManager.scene_is?(Scene_Map)    update  end   def draw_key_info    @info_keys.bitmap.font.size = 15    letters = [Key::Weapon[1], Key::Armor[1], Key::Item[1],    Key::Skill[1],Key::Skill2[1]]    x = 28    for i in letters      @info_keys.bitmap.draw_text(x, -2, @info_keys.bitmap.width, 32, i)      x += 32    end  end   def refresh_texts    self.bitmap.clear    self.bitmap.font.size = 15    refresh_cooldown    refresh_ammo  end   def number(operand)    return (operand / 60).to_i + 1  end   def flagged(item, type)    return :false if !item.cool_enabled? and type == 1    return item.itemcost if type == 2  end   # Refresh toolbar icons  def refresh_icons    @icons.bitmap.clear    icon = [@actor.equips[0], @actor.equips[1], @actor.assigned_item,    @actor.assigned_skill, @actor.assigned_skill2]    x = 4    icon.each {|i|    if !i.nil? and !i.is_a?(Fixnum)      if i.is_a?(RPG::Item) || i.is_a?(RPG::Skill)        draw_icon(i.icon_index, x, 6, @actor.usable?(i))      else        if i.is_a?(RPG::Weapon)          enable = @actor.usability[0] ; enable = true if enable.nil?          draw_icon(i.icon_index, x, 6, enable)        elsif i.is_a?(RPG::Armor)           enable = @actor.usability[1] ; enable = true if enable.nil?           draw_icon(i.icon_index, x, 6, enable)        end      end    end    draw_icon(i, x, 6) if i.is_a?(Fixnum) ; x += 32}    @now_equip = [@actor.equips[0], @actor.equips[1], @actor.assigned_item,    @actor.assigned_skill, @actor.assigned_skill2]  end   def update    update_mouse_tiles if @mouse_exist    update_cooldown    update_ammo_tools    update_usability_enable    refresh_icons if @now_equip[0] != @actor.equips[0]    refresh_icons if @now_equip[1] != @actor.equips[1]    refresh_icons if @now_equip[2] != @actor.assigned_item    refresh_icons if @now_equip[3] != @actor.assigned_item2    refresh_icons if @now_equip[4] != @actor.assigned_skill    refresh_icons if @now_equip[5] != @actor.assigned_skill2    refresh_icons if @now_equip[6] != @actor.assigned_skill3    refresh_icons if @now_equip[7] != @actor.assigned_skill4    update_fade_effect  end   # fade effect when player is behind the toolbar  def update_fade_effect    if behind_toolbar?      if self.opacity >= 60        self.opacity -= 10        @layout.opacity = @icons.opacity = @info_keys.opacity = self.opacity      end    elsif self.opacity != 255      self.opacity += 10      @layout.opacity = @icons.opacity = @info_keys.opacity = self.opacity    end  end   def behind_toolbar?    return false unless @on_map    px = ($game_player.screen_x / 32).to_i    py = ($game_player.screen_y / 32).to_i    9.times.each {|x| return true if px == Tile_X + x and py == Tile_Y}    return false  end   # refresh the icons when the usability change  def update_usability_enable    8.times.each {|i| refresh_icons if @old_usability[i] != @actor.usability[i]}  end   #-----------------------------------------------  # ammunition engine  def ammo_ready?(item)    return false if item.nil?    return true if item.has_data.nil? && item.is_a?(RPG::Item) &&    item.consumable    return false if flagged(item, 2).nil?    return true  if flagged(item, 2) != 0    return false  end   # get item cost  def itemcost(item)    return $game_party.item_number(item) if item.has_data.nil? &&    item.is_a?(RPG::Item) && item.consumable    if !flagged(item, 2).nil? and flagged(item, 2) != 0      return $game_party.item_number($data_items[flagged(item, 2)])    end    return 0  end   # Ammo refresher  def refresh_ammo    if ammo_ready?(@actor.equips[0])      @wnumber = itemcost(@actor.equips[0])      self.bitmap.draw_text(18, 24, 32,32, @wnumber.to_s, 1)    end    if ammo_ready?(@actor.equips[1])      @anumber = itemcost(@actor.equips[1])      self.bitmap.draw_text(50, 24, 32,32, @anumber.to_s, 1)    end    if ammo_ready?(@actor.assigned_item)      @inumber = itemcost(@actor.assigned_item)      self.bitmap.draw_text(82, 24, 32,32, @inumber.to_s, 1)    end    if ammo_ready?(@actor.assigned_item2)      @inumber2 = itemcost(@actor.assigned_item2)      self.bitmap.draw_text(112, 24, 32,32, @inumber2.to_s, 1) # item 2    end    if ammo_ready?(@actor.assigned_skill)      @snumber = itemcost(@actor.assigned_skill)      self.bitmap.draw_text(112, 24, 32,32, @snumber.to_s, 1)    end    if ammo_ready?(@actor.assigned_skill2)      @snumber2 = itemcost(@actor.assigned_skill2)      self.bitmap.draw_text(144, 24, 32,32, @snumber2.to_s, 1) # skill 2    end    if ammo_ready?(@actor.assigned_skill3)      @snumber3 = itemcost(@actor.assigned_skill3)      self.bitmap.draw_text(208, 24, 32,32, @snumber3.to_s, 1) # skill 3    end    if ammo_ready?(@actor.assigned_skill4)      @snumber4 = itemcost(@actor.assigned_skill4)      self.bitmap.draw_text(240, 24, 32,32, @snumber4.to_s, 1) # skill 4    end   end   def update_ammo_tools    refresh_texts if ammo_ready?(@actor.equips[0]) &&    @wnumber != itemcost(@actor.equips[0])    refresh_texts if ammo_ready?(@actor.equips[1]) &&    @anumber != itemcost(@actor.equips[1])        if ammo_ready?(@actor.assigned_item) &&      @inumber != itemcost(@actor.assigned_item)      refresh_texts    end    refresh_texts if ammo_ready?(@actor.assigned_item2) && #@inumber2    @inumber2 != itemcost(@actor.assigned_item2)    refresh_texts if ammo_ready?(@actor.assigned_skill) &&    @snumber != itemcost(@actor.assigned_skill)    refresh_texts if ammo_ready?(@actor.assigned_skill2) && #@snumber2    @snumber2 != itemcost(@actor.assigned_skill2)    # new anmmo    refresh_texts if ammo_ready?(@actor.assigned_skill3) && #@snumber3    @snumber3 != itemcost(@actor.assigned_skill3)    refresh_texts if ammo_ready?(@actor.assigned_skill4) && #@snumber4    @snumber4 != itemcost(@actor.assigned_skill4)  end   #--------------------------------------  # cooldown engine  def cool_down_active?    return true if skill_cooldown > 0 || weapon_cooldown > 0 ||    armor_cooldown > 0 || item_cooldown > 0 || skill_cooldown2 > 0 ||    item_cooldown2 > 0 || skill_cooldown3 > 0 || skill_cooldown4 > 0    return false  end   def weapon_cooldown    if !@actor.equips[0].nil?      return 0 if flagged(@actor.equips[0], 1) == :false      cd =  @actor.weapon_cooldown[@actor.equips[0].id]      return cd unless cd.nil?    end    return 0  end   def armor_cooldown   if !@actor.equips[1].nil?      return 0 if flagged(@actor.equips[1], 1) == :false      cd = @actor.armor_cooldown[@actor.equips[1].id]      return cd unless cd.nil?    end    return 0  end   def item_cooldown    if !@actor.assigned_item.nil?      return 0 if flagged(@actor.assigned_item, 1) == :false      cd = @actor.item_cooldown[@actor.assigned_item.id]      return cd unless cd.nil?    end    return 0  end   def item_cooldown2    if !@actor.assigned_item2.nil?      return 0 if flagged(@actor.assigned_item2, 1) == :false      cd = @actor.item_cooldown[@actor.assigned_item2.id]      return cd unless cd.nil?    end    return 0  end   def skill_cooldown    if !@actor.assigned_skill.nil?      return 0 if flagged(@actor.assigned_skill, 1) == :false      cd = @actor.skill_cooldown[@actor.assigned_skill.id]      return cd unless cd.nil?    end    return 0  end   def skill_cooldown2    if !@actor.assigned_skill2.nil?      return 0 if flagged(@actor.assigned_skill2, 1) == :false      cd = @actor.skill_cooldown[@actor.assigned_skill2.id]      return cd unless cd.nil?    end    return 0  end   # two new skillls  def skill_cooldown3    if !@actor.assigned_skill3.nil?      return 0 if flagged(@actor.assigned_skill3, 1) == :false      cd = @actor.skill_cooldown[@actor.assigned_skill3.id]      return cd unless cd.nil?    end    return 0  end   def skill_cooldown4 # 4    if !@actor.assigned_skill4.nil?      return 0 if flagged(@actor.assigned_skill4, 1) == :false      cd = @actor.skill_cooldown[@actor.assigned_skill4.id]      return cd unless cd.nil?    end    return 0  end    # Cooldown refresher  def refresh_cooldown    wcd = number(weapon_cooldown)    self.bitmap.draw_text(-14, 36,32,32, wcd.to_s, 1) if weapon_cooldown > 10    acd = number(armor_cooldown)    self.bitmap.draw_text(18, 36,32,32, acd.to_s, 1) if armor_cooldown > 10    icd = number(item_cooldown)    self.bitmap.draw_text(50, 36,32,32, icd.to_s, 1) if item_cooldown > 10    icd2 = number(item_cooldown2)    self.bitmap.draw_text(82, 36,32,32, icd2.to_s, 1) if item_cooldown2 > 10    scd = number(skill_cooldown)    self.bitmap.draw_text(112, 36,32,32, scd.to_s, 1) if skill_cooldown > 10    scd2 = number(skill_cooldown2)    self.bitmap.draw_text(144, 36,32,32, scd2.to_s, 1) if skill_cooldown2 > 10    scd3 = number(skill_cooldown3)    self.bitmap.draw_text(176, 36,32,32, scd3.to_s, 1) if skill_cooldown3 > 10    scd4 = number(skill_cooldown4)    self.bitmap.draw_text(208, 36,32,32, scd4.to_s, 1) if skill_cooldown4 > 10  end   def update_cooldown    if @on_map and @actor != $game_player.actor      @actor = $game_player.actor      refresh_icons      refresh_texts    end        if $game_player.refresh_skillbar > 0      $game_player.refresh_skillbar -= 1      if $game_player.refresh_skillbar == 0        @actor.apply_usability        refresh_icons      end    end        if cool_down_active?      refresh_texts if @framer == 0      @framer += 1; @framer = 0 if @framer == 10    else      @framer = 0    end  end   # if mouse exist update the mouse settings  def update_mouse_tiles    mx = (Mouse.pos[0] / 32) ; my = (Mouse.pos[1] / 32)    case [mx, my]    when [Tile_X,     Tile_Y] then $game_player.mouse_over = 1    when [Tile_X + 1, Tile_Y] then $game_player.mouse_over = 2    when [Tile_X + 2, Tile_Y] then $game_player.mouse_over = 3    when [Tile_X + 3, Tile_Y] then $game_player.mouse_over = 4    when [Tile_X + 4, Tile_Y] then $game_player.mouse_over = 5    when [Tile_X + 5, Tile_Y] then $game_player.mouse_over = 6    when [Tile_X + 6, Tile_Y] then $game_player.mouse_over = 7    when [Tile_X + 7, Tile_Y] then $game_player.mouse_over = 8    when [Tile_X + 8, Tile_Y] then $game_player.mouse_over = 9    else      $game_player.mouse_over = 0 if $game_player.mouse_over != 0    end    if $game_player.mouse_over > 0      create_mouse_blink      update_mouse_blink_position      @mouse_blink.opacity -= 3      @mouse_blink.opacity = 70 if @mouse_blink.opacity <= 6    else      dispose_mouse_blink    end  end   # update mouse blink position  def update_mouse_blink_position    case $game_player.mouse_over    when 1 then @mouse_blink.x = @layout.x + (5)    when 2 then @mouse_blink.x = @layout.x + (5 + 32)    when 3 then @mouse_blink.x = @layout.x + (5 + 64)    when 4 then @mouse_blink.x = @layout.x + (5 + 96)    when 5 then @mouse_blink.x = @layout.x + (5 + 128)    when 6 then @mouse_blink.x = @layout.x + (5 + 160)    when 7 then @mouse_blink.x = @layout.x + (5 + 192)    when 8 then @mouse_blink.x = @layout.x + (5 + 224)    when 9 then @mouse_blink.x = @layout.x + (5 + 256)    end  end   def create_mouse_blink    return if !@mouse_blink.nil?    @mouse_blink = ::Sprite.new(@view)    @mouse_blink.bitmap = Bitmap.new(22, 22)    @mouse_blink.bitmap.fill_rect(0, 0, 22, 22, Color.new(255,255,255))    @mouse_blink.y = @layout.y + 8    @mouse_blink.z = self.z    @mouse_blink.opacity = 70  end   def dispose_mouse_blink    return if @mouse_blink.nil?    @mouse_blink.dispose    @mouse_blink = nil  end  #--------- end of mouse settings   def dispose    self.bitmap.dispose    @layout.bitmap.dispose    @layout.dispose    @icons.bitmap.dispose    @icons.dispose    @info_keys.bitmap.dispose    @info_keys.dispose    super  end   def draw_icon(icon_index, x, y, enabled = true)    bit = Cache.system("Iconset")    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)    @icons.bitmap.blt(x, y, bit, rect, enabled ? 255 : 150)  endend
 
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def initialize(view, custom_pos=nil)    super(view)    @layout = ::Sprite.new(view)    @layout.bitmap = Cache.picture(LayOutImage)    @icons = ::Sprite.new(view)    @icons.bitmap = Bitmap.new(@layout.bitmap.width, @layout.bitmap.height)    self.bitmap = Bitmap.new(@layout.bitmap.width+32, @layout.bitmap.height+32)    if custom_pos.nil?      @layout.x = Tile_X * 32      @layout.y = Tile_Y * 32    else      @layout.x = custom_pos[0]      @layout.y = custom_pos[1]    end    @icons.x = @layout.x    @icons.y = @layout.y    self.x = @layout.x - 16    self.y = @layout.y - 12    self.z = self.z + 1    @actor = $game_player.actor    @actor.apply_usability    @old_usability = []    8.times.each {|i| @old_usability = @actor.usability}    @framer = 0    @info_keys = ::Sprite.new(view)    @info_keys.bitmap = Bitmap.new(self.bitmap.width, self.bitmap.height)    @info_keys.x = self.x; @info_keys.y = self.y; @info_keys.z = self.z    draw_key_info    refresh_icons    refresh_texts    @view = view    @on_map = SceneManager.scene_is?(Scene_Map)    @mouse_exist = defined?(Map_Buttons).is_a?(String)    @mouse_exist = false if @mouse_exist && !SceneManager.scene_is?(Scene_Map)    update  end
Code:
self.z = self.z + 1
Change the +1 to +100.
 
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Dymdez

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def initialize(view, custom_pos=nil)    super(view)    @layout = ::Sprite.new(view)    @layout.bitmap = Cache.picture(LayOutImage)    @icons = ::Sprite.new(view)    @icons.bitmap = Bitmap.new(@layout.bitmap.width, @layout.bitmap.height)    self.bitmap = Bitmap.new(@layout.bitmap.width+32, @layout.bitmap.height+32)    if custom_pos.nil?      @layout.x = Tile_X * 32      @layout.y = Tile_Y * 32    else      @layout.x = custom_pos[0]      @layout.y = custom_pos[1]    end    @icons.x = @layout.x    @icons.y = @layout.y    self.x = @layout.x - 16    self.y = @layout.y - 12    self.z = self.z + 1    @actor = $game_player.actor    @actor.apply_usability    @old_usability = []    8.times.each {|i| @old_usability = @actor.usability}    @framer = 0    @info_keys = ::Sprite.new(view)    @info_keys.bitmap = Bitmap.new(self.bitmap.width, self.bitmap.height)    @info_keys.x = self.x; @info_keys.y = self.y; @info_keys.z = self.z    draw_key_info    refresh_icons    refresh_texts    @view = view    @on_map = SceneManager.scene_is?(Scene_Map)    @mouse_exist = defined?(Map_Buttons).is_a?(String)    @mouse_exist = false if @mouse_exist && !SceneManager.scene_is?(Scene_Map)    update  end


Code:
self.z = self.z + 1
Change the +1 to +100.

I tried that :( didnt work

its okay if we dont figure this one out, its not as important as the others!
 
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Iavra

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Ok, than try adding

@layout.z = 100@icons.z = 100@info_keys.z = 100
At the end of initialize, before update.
 

Dymdez

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Yes that worked!!!!!!!!!!!!!!!!

AHAHAHA!! so happy :D
 

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