Is there any way to make a picture to persist on battle screen?

manpaint

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So I am reworking an older project of mine and this games use pictures to have a night effect. Do anyone know if it is possible to make a picture (let say picture 5 for example) to show on combat scene (wich use the default combat system)? I am aware that using event you can show a picture in combat but I need the picture to show imiddiately after the transition. There is also multiple shaders based on wich map the hero is. I don't care if I need a script but after intensive googling I found nothing.
 

TheoAllen

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If you want the picture to be shown right after the transition. You gonna need to request a script for that. So that the picture is created at the same time as the other sprites.

But you have to explain the script features other than just "show additional picture" in battle. Like, how you gonna turn them of, or so.
 

Roninator2

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Look at MOG Hunter's Battle Ex and see if that's what you want.
 

manpaint

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Look at MOG Hunter's Battle Ex and see if that's what you want.
Umh dosen't look suitable and combatible with what I have (I have an action bar and hero showing script)

If you want the picture to be shown right after the transition. You gonna need to request a script for that. So that the picture is created at the same time as the other sprites.

But you have to explain the script features other than just "show additional picture" in battle. Like, how you gonna turn them of, or so.
Basicaly it would be something like that:
Code:
If variable[ID] = X
 Show picture[picture path]
If variable[ID] = Y
 Show picture[picture path]
 else
Dont show anything.
I assume it wouldn't be hard to do but I have zero knowledge in RGSS3 script and documentation seems hard to find.
 

TheoAllen

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I made quick untested script. Should work in practice (unless I made typo somewhere)
There is no x,y position currently though, as I believe that the most convenient way is just to create a picture as the same size as your game screen, and place your pic directly through the image editing rather than putting x,y from script
Code:
=begin

  Usage :
  Use script call to add picture before battle
  (You can add many as many picture as you want)
 
  $game_system.extra_pics << "Picture Name 1"
  $game_system.extra_pics << "Picture Name 2"
  $game_system.extra_pics << "Picture Name 3"
 
  Use this script call outside battle to clear all the pictures
  $game_system.extra_pics.clear

=end
class Game_System
  def extra_pics
    @extra_pics ||= []
  end
end

class Spriteset_Battle
  alias theo_create_pic create_pictures
  def create_pictures
    theo_create_pic
    @extra_pics = []
    $game_system.extra_pics.each do |pic|
      spr = Sprite.new(@viewport1)
      spr.bitmap = Cache.picture(pic)
      spr.z = 150
      @extra_pics << spr
    end
  end
 
  alias theo_pic_dispose dispose
  def dispose
    theo_pic_dispose
    @extra_pics.each {|pic| pic.dispose}
  end
end
 

manpaint

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I made quick untested script. Should work in practice (unless I made typo somewhere)
There is no x,y position currently though, as I believe that the most convenient way is just to create a picture as the same size as your game screen, and place your pic directly through the image editing rather than putting x,y from script
Code:
=begin

  Usage :
  Use script call to add picture before battle
  (You can add many as many picture as you want)
 
  $game_system.extra_pics << "Picture Name 1"
  $game_system.extra_pics << "Picture Name 2"
  $game_system.extra_pics << "Picture Name 3"
 
  Use this script call outside battle to clear all the pictures
  $game_system.extra_pics.clear

=end
class Game_System
  def extra_pics
    @extra_pics ||= []
  end
end

class Spriteset_Battle
  alias theo_create_pic create_pictures
  def create_pictures
    theo_create_pic
    @extra_pics = []
    $game_system.extra_pics.each do |pic|
      spr = Sprite.new(@viewport1)
      spr.bitmap = Cache.picture(pic)
      spr.z = 150
      @extra_pics << spr
    end
  end
 
  alias theo_pic_dispose dispose
  def dispose
    theo_pic_dispose
    @extra_pics.each {|pic| pic.dispose}
  end
end
Work wonderfully! The only minor inconvenient is that animation are over the picture but I don't even know if such thing is fixxable, but anyway thanks!
 

TheoAllen

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Just change the line 29, z value, into something bigger than 316
 

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