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
endThe 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.
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.
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.
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.
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?
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?
Works! Thanks!
your welcome, but zylos also new what was going on, you should thank him as well.
oh sry! You're right. Thank you, too!!