RMXP SKill animations too bright (overlaying the battle screen)

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
843
First Language
FIlipino
Primarily Uses
N/A
Hello all!! as you can see, I'm using Mascaporne's really wonderful animation packs for a project I'm working on.. But I'm having a problem with it ingame..


it's just that, all the animations tend to become too bright and I can no longer see the battle menu.. Is there any way that I can change it in the scripts so that the battle-menu won't be overlayed by the battle anims??.. like the battle anims can be as bright as they can, but the battle-window would still be prioritized and I can still see the "Attack, Defend, Item, etc." without the battle animations covering them all over the place! x((


Thanks so much for anyone who can help! :)
 

Ellie Jane

Veteran
Veteran
Joined
Mar 17, 2012
Messages
752
Reaction score
1,488
First Language
English (UK)
Primarily Uses
RMMV
In Window_BattleStatus (I think that's what it's called), in the initialize function, add this:


this.z = 9999


That will make it "always on top" of anything else. (I think that should work, it's been a while since I used xp and I don't have it in front of me).
 

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
843
First Language
FIlipino
Primarily Uses
N/A
Hi Amy Pond!! Thanks for the reponse!! but unfortunately, it didn't seem to work x(( hmm, maybe I put it wrong??


Anyway, since you do not have xp.. here is Window_BattleStatus:


#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end






Maybe you can have a clearer view there Amy Pond!! Thanks so much once again! :)
 
Last edited by a moderator:

Ellie Jane

Veteran
Veteran
Joined
Mar 17, 2012
Messages
752
Reaction score
1,488
First Language
English (UK)
Primarily Uses
RMMV
Sorry I'm used to javascript. It's self.z, not this.z.


I think if you add a new line after line 13, and put


self.z = 9999


It should work.
 
Last edited by a moderator:

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
843
First Language
FIlipino
Primarily Uses
N/A
It is fine!! Please, do not be pressured!! xDD


And I tried putting it after line 13 as you have adviced... but still no luck! x(( I'm very sorry for the trouble! x(( 


Oh wait... I forgot to mention.. I'm using Cogwheel's RTAB found here:


http://members.jcom.home.ne.jp/cogwheel/script/rtab.html


Could it be that other scripts are affecting why the code wouldn't work?


I'm also using the ff. btw:


Caterpillar by Fukuyama


UMS by Ccoa


HP/SP bars by DerVVulfman


Light Effects by Near Fantastica
 

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

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,062
Members
137,575
Latest member
akekaphol101
Top