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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.
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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