Hi,
I've been trying to improve the resolution of menu graphics by telling the windows that make up the menu screens (e.g. save screen, pause menu, inventory, etc.) to be transparent and then using...
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.windowskin("name of background image stored in windowskin folder")
... in one of the Window scripts to display an image in the background. I found out that I had to put this particular bit of script actually in the Window script instead of the Scene script because otherwise it would be referring to something that doesn't exist within that script.
This, however, causes problems because some Window scripts are used by more than one Scene, which means that if (for example) I have a background tailored to the inventory then if I try to change hotkeys (using BlizzABS), the Inventory background image will be displayed because both scripts use "Window_Item".
Ok, now for the question. Is there a way of putting the above script (along with disposing it when you close the scene) directly into a Scene script and getting it to display a picture in the background?
Screenies:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpg-magic.org%2Fimages%2F1.png&hash=efa817ce9dfcad818bdbb1c5c58daeaef68fb9bf)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpg-magic.org%2Fimages%2F2.png&hash=f1f695753b76c85ae81ed99f7ddb68656d60252c)[/spoiler]
There's no reason the code you posted can't be handled in a Scene class. You might want to give it a more descriptive name. Also, remember to dispose both the bitmap and the sprite when you terminate the scene.
I'm not sure I entirely understand what you mean. I'm sorry, I'm kinda new to coding in Ruby.
I take it by giving it a more descriptive name you mean instead of putting "@sprite = " you can put something like "@menu_sprite = "? So I take it that's a kind of variable (like a variable in PHP)?
Tell you what, I'm better at working with examples. Could you possibly demonstrate what I would need to do to the following Scene to make it work if the picture file name is "backpack"?
[spoiler]#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make help window, item window
@help_window = Window_Help.new
@item_window = Window_Item.new
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@item_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@item_window.update
@target_window.update
# If item window is active: call update_item
if @item_window.active
update_item
return
end
# If target window is active: call update_target
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(0)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If not a use item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
# If effect scope is other than an ally
else
# If command event ID is valid
if @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless $game_party.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If items are used up
if $game_party.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Redraw item window item
@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
[/spoiler]
EDIT: Never mind, I worked out a way around the problem.