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Transparency and order issues -Redux-

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**
Rep: +0/-0Level 88
~Genma
-EDIT- I got it to look a bit more like i wanted it to, but now my only problem is the order of the hero battlers...i need them to be in reverse, since the ones that are supposed to be in the background are overlapping the the ones that are supposed to be in the foreground. Can anyone dicipher this code and tell me what (and How) to adjust the troop battler order so i can fix the problem?

Code:
def screen_x
    if self.index != nil
      return self.index * 40 + 360
    else
      return 0
    end
  end

Code:
def screen_y
    return self.index * 20 + 220
end

Code:
def update
    super
    if $game_temp.battle_main_phase
      self.contents_opacity = 255
    end
  end
end [/i]



Alright, its looking like this right now,


As you can see, the battler order is in reverse, at least for the last party member. He's behind the second party member (the gunner) when he should be overlapping him.

ideally,  i'd like it to look more like this: (photoshop edit)

-thanks



« Last Edit: January 11, 2007, 04:24:23 AM by Django_red »
"What a terible night to have a curse..."

**
Rep: +0/-0Level 88
~Genma
So yes, could someone either help me figure out what (or what numbers) im supposed to move, and where to find it, or Just write up a quick script for this?
"What a terible night to have a curse..."

***
Rep:
Level 88
Smarter than the average bear
Well, if you've moved the battlers before, you've obviously found the right coordinates, just mess around with em until you find what you like.

Umm, the monsters placement is how you put them in Database: Monster Group

And for transparencies, I don't know the exact line for that...

***
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Hell... What did I mess up now... I'm Back!
pretty sure u mess around with the... red parts...

"40 + 360"
and
"20 + 220"

not entirely sure and... is that every thing you have...? also, that only changes the actors... to change the monsters... i'd assume it's done the same way but in the Game_Enemy... I'd assume you'd need to change it to move each character differently, like having it give different spots for 1st, 2nd, 3rd, and 4th... (there is an easy way to do it...) then a different way for the monsters cuz of course, there are is a big limit to them.
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**
Rep: +0/-0Level 88
~Genma
pretty sure u mess around with the... red parts...

"40 + 360"
and
"20 + 220"

not entirely sure and... is that every thing you have...? also, that only changes the actors... to change the monsters... i'd assume it's done the same way but in the Game_Enemy... I'd assume you'd need to change it to move each character differently, like having it give different spots for 1st, 2nd, 3rd, and 4th... (there is an easy way to do it...) then a different way for the monsters cuz of course, there are is a big limit to them.

Thanks! That was really helpfull, and i think i figured out something...i'm pretty sure the 40 is the spacing between the battler sprites, and the 220 is the quardinates going to the x. Cool~
"What a terible night to have a curse..."

**
Rep: +0/-0Level 88
CHEESE IS TASTY
You know, you really should put those script examples into a code box...
"Death be not proud. Though some have called thee mighty and dreadful... thou art not so." CoB-HC!!

**
Rep: +0/-0Level 88
~Genma
You know, you really should put those script examples into a code box...


I would, but...i'm afraid i dont know how...;_;
"What a terible night to have a curse..."

***
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Code: [Select]
[code][*code]

looks like that but the * = / -_-[/code]
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...