Make only map Blur but the textbox and images not (similar to Game Menu)

Hisao Shou

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Hello there.
I'm currently facing an issue with a system I want to make where the map is blurred in the background and the textbox is normally shown.
I have searched the internet over different solutions and the closest one was this one, but in the end it didn't work throwing me an error.
Can someone please help me making this happen?
I want textbox to be normally shown and the background be blurred (static background), similar to the blur generated when player enters in Game Menu or similar with the one generated when a script error is thrown.

Below is the event I have tried to reproduced based on that post, but I failed>
Code:
◆Script:SceneManager._backgroundBitmap = null;
:      :SceneManager.snapForBackground();
◆Show Picture:#1, test1, Upper Left (0,0), (100%,100%), 255, Normal
◆Show Picture:#3, Card_Base, Upper Left (0,0), (100%,100%), 255, Normal
◆Loop
  ◆Wait:1 frame
  ◆If:Script:SceneManager._backgroundBitmap !== null
    ◆Break Loop
    ◆
  :End
  ◆
:Repeat Above
◆Script:SceneManager._scene._spriteset._pictureContainer.children[0].bitmap = SceneManager.backgroundBitmap();
◆Loop
  ◆Wait:1 frame
  ◆If:Script:SceneManager._backgroundBitmap !== null
    ◆Break Loop
    ◆
  :End
  ◆
:Repeat Above
◆Wait:60 frames
◆Text:None, Window, Bottom
:    :random dialog
◆Erase Picture:#1
And here is the error:

Code:
rpg_managers.js:1949 TypeError: value.addLoadListener is not a function
    at Sprite_Picture.set (rpg_core.js:4000)
    at eval (eval at Game_Interpreter.command355 (rpg_objects.js:10500), <anonymous>:1:69)
    at Game_Interpreter.command355 (rpg_objects.js:10500)
    at Game_Interpreter.executeCommand (rpg_objects.js:8930)
    at Game_Interpreter.update (rpg_objects.js:8838)
    at Game_Map.updateInterpreter (rpg_objects.js:6115)
    at Game_Map.update (rpg_objects.js:6022)
    at Scene_Map.updateMain (rpg_scenes.js:608)
    at Scene_Map.updateMainMultiply (rpg_scenes.js:600)
    at Scene_Map.update (rpg_scenes.js:589)
 

ct_bolt

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I'm currently facing an issue with a system I want to make where the map is blurred in the background and the textbox is normally shown.
I want textbox to be normally shown and the background be blurred (static background), similar to the blur generated when player enters in Game Menu.
I'll check into this. :)
You mentioned static background... so you want the game to take a snap & blur then "pause" while the message is shown, correct?
 

Hisao Shou

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I'll check into this. :)
You mentioned static background... so you want the game to take a snap & blur then "pause" while the message is shown, correct?
Yes. I want the textbox and the images be normally displayed. Only static background map be blurred
And if it would be possible to work without pixi too ( since most of pixi functions are not working on android )

Thanks for your reply !
 

Hisao Shou

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Tada! I've developed a plugin for you see below. :)

MsgBoxBG Plugin: Click Here to Download

Let me know if that is what you had in mind. :cutesmile:
Thank you very much!
The plugin fits perfectly my needs!

I have tested it on basic projects and no issues encountered! Yet apparently seems that there is an incompatibility with Galv's Actor Busts, and the script also blurs the Busts too...
Sorry for asking this, but do you think is there any way to make is to the blur does not apply to busts?



Thank you again!
 

ct_bolt

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Last edited:

Hisao Shou

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No prob! Happy to help :)




MsgBoxBG Plugin: Click Here to Download
Current v1.2 Now Supports Galv Busts :)

Let me know how it goes. :cutesmile::popcorn:
Thank you again for the script!
Seems that there is a slight delay when multiple dialogs are displayed one after another, and during this delay the blur seems to be cancelled.



Here is the event i am using:

Code:
◆Text:Actor1(0), Window, Bottom
:    :random dialooog
◆Text:Actor1(0), Window, Bottom
:    :random dialogggggggg
◆Text:Actor1(0), Window, Bottom
:    :random dialoggggggggggggggggg
◆Wait:60 frames
◆Text:None, Window, Bottom
:    :after wait no pic - random dialog
◆Text:None, Window, Bottom
:    :random dialog
 

ct_bolt

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Hisao Shou

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No prob. :)
Hmm... how 'bout now?
Honestly not sure if that fixed anything or not...

v1.21 (Bugfixed? Maybe?):
MsgBoxBG Plugin: Click Here to Download

Edit:
Hmm... on further testing I don't think that fixed it...
Yep, the issue seems to be still present. Here's on the Galv's Bust demo project along with the script:



Also for some reason, the textbox of the second consecutive message is always dimmer.
 

ct_bolt

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Yep, the issue seems to be still present. Here's on the Galv's Bust demo project along with the script:



Also for some reason, the textbox of the second consecutive message is always dimmer.
v1.3 Download

Sadly don't have much time to explain because I have to run off to work now but I changed how it works now...
Screenshot:
That does the trick... I'll add more later when I get home tonight.

Let me know how it goes for u. I'll explain more when I can. :)
 

Hisao Shou

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v1.3 Download

Sadly don't have much time to explain because I have to run off to work now but I changed how it works now...
Screenshot:
That does the trick... I'll add more later when I get home tonight.

Let me know how it goes for u. I'll explain more when I can. :)
The issue seems to be still occuring but much shorter (about 1-2 frames or so), the screen still gets de-blurred for a very short time each next message is shown. The issue with dimmed textbox is fixed.

Hm, do you think you can make it appear when a switch / plugin command is activated instead of making it appear on textbox show?
I only need the background to be blurred but other elements (busts / images) not.
Thank you for helping me with the issue so far! I'm really grateful!

And don't worry, take your time! Thanks!
 

ct_bolt

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The issue seems to be still occuring but much shorter (about 1-2 frames or so), the screen still gets de-blurred for a very short time each next message is shown. The issue with dimmed textbox is fixed.

Hm, do you think you can make it appear when a switch / plugin command is activated instead of making it appear on textbox show?
I only need the background to be blurred but other elements (busts / images) not.
Thank you for helping me with the issue so far! I'm really grateful!

And don't worry, take your time! Thanks!
So much fixed/added. See testing demo below. :)

Still trying to make it more user friendly ;)

Here's the basic example:

Screenshots:





Demo Download:

CT_Bolt's BgImage v1.51 (Testing) Demo: Click here To Download

Thoughts? Seems to do just nicely for this.
Still have quite a todo list like adding switches but let me know whatcha think so far.

Hope the demo runs as smooth as it does on my end :)
 
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Hisao Shou

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So much fixed/added. See testing demo below. :)

Still trying to make it more user friendly ;)

Here's the basic example:

Screenshots:





Demo Download:

CT_Bolt's BgImage v1.51 (Testing) Demo: Click here To Download

Thoughts? Seems to do just nicely for this.
Still have quite a todo list like adding switches but let me know whatcha think so far.

Hope the demo runs as smooth as it does on my end :)
The plugin works perfectly now! THANK YOU VERY MUCH!
 

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Hisao Shou

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No prob. Happy I could help :)

Created a thread for this plugin now:
https://forums.rpgmakerweb.com/index.php?threads/window-background-image-mapshot-with-effects.115638/

Planning on making more features for this like switches in the next release.

As always, Happy Game Making! :cutesmile:
Thank you a lot!

Just an additional thing though, there seems to be a compatibility issue with Yanfly's Picture Common Events - if both plugins are active and player displayed a picture which had Common Event assigned on-click, the image won't be displayed but the image's clicking area remains active. This happens only when both plugins are enabled though.
 

ct_bolt

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Thank you a lot!

Just an additional thing though, there seems to be a compatibility issue with Yanfly's Picture Common Events - if both plugins are active and player displayed a picture which had Common Event assigned on-click, the image won't be displayed but the image's clicking area remains active. This happens only when both plugins are enabled though.
Odd hmm... thanks for the info:)
I'll check into that asap.
Have you tried placing my script above or under yanfly's or visa versa?
 

Hisao Shou

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Odd hmm... thanks for the info:)
I'll check into that asap.
Have you tried placing my script above or under yanfly's or visa versa?
Yes, I did.
Thank you for all your support! You are awesome! All these are really useful for all of us.
 

ct_bolt

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Yes, I did.
Thank you for all your support! You are awesome! All these are really useful for all of us.
Well not done yet but here's a workaround for now. :)

Call this script from any event at anytime on the map:
Code:
patchYanfly()
It will only run once so it can be set in the event even if the event will run multiple times.

Setup I used:

CT_Bolt's BgImage v1.52 (Plugin): Click here To Download

Let me know how it goes :)
Still haven't had much time to fully look into this, but that worked for me for now. :)
 
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