Quote from: Doris on April 09, 2009, 04:36:56 am
I'm not entirely sure, but I think it could work. Best you simply try it with Mode 7 and see what happens.
Yes, it would be possible to replace dead actors with coffins rather than make them ghostlike. But I suggest you rather do that with a parallel process common event. Scripting it would complicate the caterpillar system a lot while an event would be very simple.
I did try it out (Map as Battleback with Mode 7) and I got this error:
Script 'Neo Mode 7 Part 3' line 265: NoMethodError occurred.
undefined method `spritesheet' for #<Scene_Battle:0x74039f0>
So... Yeah. My plan was to have the map as the battleback, and then have this rectangular overlay with a white background for the, like, stage for the monsters. But I never know how to get the stage to show up behind the monsters. The best I could do was have the map as the battleback, and then show the stage using the
Sprite.new command or whatever it is, but that shows up over everything. So if I can fix the Map as Battleback with Mode 7, then I'd also like to know how to show the stage thing (which is technically a secondary battleback?).
Um... Using a parallel process event thing would most likely cause the graphics of the actors in the menu to be coffins as well. I think. I guess I could have a conditional branch stating that if the scene is the map, then the actors are coffins and then elsewhere (menu, shop, etc.) they'd be their regular selves. I'll try that and report back to you, unless you have a better idea.
There was something else, but I forgot. Oh well.