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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Saschb2b on July 14, 2010, 01:00:23 PM

Title: [VX] I got sunbeams in my menu....
Post by: Saschb2b on July 14, 2010, 01:00:23 PM
Hello Board!

I use the mog_menu and changed it to transparency.
Looks cool and now I can use the power of .png!
BUT. If I use picture like sunbeams, fog etc. on the map
They are shown in my menu, too  :tpg:
Here a picture
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.lumeniagame.de%2Fimages%2Fproblem%2Fsunbeams.png&hash=88055ed875e93acbfed9e7af6ccfc6d6878b2fa7)
And here my changed part of the code added just a few lines.
##############
# Scene_Menu #
##############
class Scene_Menu   
  def main
    start                         
    perform_transition           
    Input.update                 
    loop do
      Graphics.update           
      Input.update             
      update                     
      break if $scene != self     
    end
    Graphics.update
    pre_terminate             
    Graphics.freeze               
    terminate                   
  end 
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end 
  def perform_transition
    Graphics.transition(0, "Graphics/System/BattleStart", 80)     
  end
  alias mog_start start
  def start
    mog_start
    @spriteset = Spriteset_Map.new
    @menu_back = Plane.new   
    @menu_back.bitmap = Cache.menu("Background")
    @menu_layout = Sprite.new 
    @menu_layout.bitmap = Cache.menu("Menu_Layout")
    @menu_layout.z = 1
    @menu_com = Sprite.new 
    @menu_com.bitmap = Cache.menu("Menu_Com01")
    @menu_com.bitmap = case @menu_index
    when 0 then Cache.menu("Menu_Com01") # Item
    when 1 then Cache.menu("Menu_Com02") # Status
    when 2 then Cache.menu("Menu_Com03") # Equip
    when 3 then Cache.menu("Menu_Com04") # Skill
    when 4 then Cache.menu("Menu_Com05") # Save   
    when 5 then Cache.menu("Menu_Com06") # Config
      else Cache.menu("Menu_Com01")
     end
    @menu_com.z = 2
    @menu_select = Sprite.new 
    @menu_select.bitmap = Cache.menu("Menu_Select00")
    @menu_select.z = 3
    create_command_window
    @gold_window = Window_Gold_Menu.new(35, 0)
    @status_window = Window_MenuStatus_Yui.new(100, 60)
    @playtime_window = Window_Time .new(165, -6)
    @mapname_window = Window_Mapname.new(193,10)
    # Create @steps_window
    @steps_window = Window_Steps.new(320, 0)
    #Mineralien einbauen
    @lusus_window = Window_lusus.new(-80,357)
    @rohlusus_window = Window_rohlusus.new(20,357)
    @rohgold_window = Window_rohgold.new(110,357)
    @rohsilber_window = Window_rohsilber.new(200,357)
    @rohkupfer_window = Window_rohkupfer.new(290,357)
    @kohle_window = Window_kohle.new(380,357)
    #Enbau Ende
    @status_window.opacity = 0
    @playtime_window.opacity = 0
    @mapname_window.opacity = 0
    @gold_window.opacity = 0 
    #opacity of @steps_window
    @steps_window.opacity = 0
    #Mineralien einbauen
    @lusus_window.opacity = 0
    @rohlusus_window.opacity = 0
    @rohgold_window.opacity = 0
    @rohsilber_window.opacity = 0
    @rohkupfer_window.opacity = 0
    @kohle_window.opacity = 0
    #Enbau Ende
  end
  #def pre_terminate
  #end 
  alias mog_terminate terminate
  def terminate
    #mog_terminate
    @spriteset.dispose
    @menu_back.dispose
    @menu_layout.dispose
    @menu_com.dispose
    @menu_select.dispose
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @playtime_window.dispose
    @mapname_window.dispose
    #Dispose @steps_window
    @steps_window.dispose
    #Mineralien einbauen
    @lusus_window.dispose
    @rohlusus_window.dispose
    @rohgold_window.dispose
    @rohsilber_window.dispose
    @rohkupfer_window.dispose
    @kohle_window.dispose
    #Enbau Ende   
  end
  def update
    @menu_back.ox += 1
    @spriteset.update
    @command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    #Update @steps_window
    @steps_window.update
    #Mineralien einbauen
    @lusus_window.update
    @rohlusus_window.update
    @rohgold_window.update
    @rohsilber_window.update
    @rohkupfer_window.update
    @kohle_window.update
    #Enbau Ende
    @playtime_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end


The rest in normal.
I make these changes cause Moghunter told me :) to bring the transparency to work.
Moghunter:
Quote
Just copy and paste.



class Scene_Menu   
  alias mog_start start
  def start 
      mog_start
      @spriteset = Spriteset_Map.new
      @menu_layout.z = 1
      @menu_com.z = 2
      @menu_select.z = 3       
  end       
  alias mog_terminate terminate
  def terminate
    mog_terminate
    @spriteset.dispose
  end 
end

So how can I get the sunbeams to the background as the moving character and not in the foreground.
Hope you understood what i wrote cause I'm German XD and thanks if you try to help me.
Title: Re: [VX] I got sunbeams in my menu....
Post by: Zylos on July 14, 2010, 02:07:15 PM
Kannst du mir sagen, was ist das .z für die Sonnenstrahlen in den Sonnenstrahlen Skript? Die .z ist die Reihenfolge der Grafiken auf dem Bildschirm.

Can you tell me what the .z is for the sunbeams in the sunbeam script? The .z is the order of graphics on the screen.
Title: Re: [VX] I got sunbeams in my menu....
Post by: Saschb2b on July 14, 2010, 02:42:31 PM
Das ist kein script ^^
Das ist einfach ein paralleles Event mit dem Inhalt:
Show Picture Befehl und dann eben das Sunbeam Bild ausgewählt.
Normal wird das ja auch nicht angezeigt. Es tauchte erst auf als ich das Menü
transparent gemacht hatte. Dann war es ganz vorne im Vordergrund... und nicht
wie ich gehofft hatte als Background vom Menü.
Title: Re: [VX] I got sunbeams in my menu....
Post by: Mr_Wiggles on July 14, 2010, 03:00:07 PM
Ich schätze seine Show Bild, so würde die Z 200 + das Bild Zahl sein.

I'm guessing its show picture so the z would be 200 + the picture number.
Title: Re: [VX] I got sunbeams in my menu....
Post by: Saschb2b on July 14, 2010, 03:07:56 PM
heißt? Was sollte ich jetzt ändern damit es nicht im Vordergrund ist?

means? What should I change to make it not shown in the foreground?
Title: Re: [VX] I got sunbeams in my menu....
Post by: Mr_Wiggles on July 14, 2010, 03:11:18 PM
Your z in this posted section..


class Scene_Menu   
  alias mog_start start
  def start
      mog_start
      @spriteset = Spriteset_Map.new
      @menu_layout.z = 1
      @menu_com.z = 2
      @menu_select.z = 3       
  end       
  alias mog_terminate terminate
  def terminate
    mog_terminate
    @spriteset.dispose
  end
end


make them like 300 something, this should go well over the picture z.
IE. 301, 302, 303

[edit] you might have to do that edit to all the windows in the menu.

[edit2] oh you just wanna get rid of the beams all together?
Title: Re: [VX] I got sunbeams in my menu....
Post by: Saschb2b on July 14, 2010, 03:16:15 PM
Works! Thanks!
Title: Re: [VX] I got sunbeams in my menu....
Post by: Mr_Wiggles on July 14, 2010, 03:17:45 PM
your welcome, but zylos also new what was going on, you should thank him as well.
Title: Re: [VX] I got sunbeams in my menu....
Post by: Saschb2b on July 14, 2010, 04:18:45 PM
oh sry! You're right. Thank you, too!!