[RESOLVED] Opacity

Started by Vexus, April 13, 2012, 12:39:02 pm

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Vexus

April 13, 2012, 12:39:02 pm Last Edit: April 15, 2012, 07:18:18 pm by ForeverZer0
Using this script: http://forum.chaos-project.com/index.php/topic,114.0.html

I am trying badly on finding a way on editing the opacity but it's no use since it remains the same, seems like I'm doing something wrong :/

Where do I need to edit to change the back_opacity to 200?

Thanks
Current Project/s:

Futendra

April 13, 2012, 01:28:19 pm #1 Last Edit: April 13, 2012, 01:48:12 pm by Futendra
Okay, I found out what to do to change the back opacity of the little menu on the right:
Search for:

  def main
   @command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
   @command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
   actor = $game_party.actors[0]
   @status_window = Window_DistributionStatus.new(actor)
   @distro_window = Window_Distribution.new(actor)
   @dp_window = Window_DistributionPoints.new(actor)
   Graphics.transition
   loop do


and change it to:
  def main
   @command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
   @command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
   @command_window.back_opacity = 255 # opacity
   actor = $game_party.actors[0]
   @status_window = Window_DistributionStatus.new(actor)
   @distro_window = Window_Distribution.new(actor)
   @dp_window = Window_DistributionPoints.new(actor)
   Graphics.transition
   loop do






Okay, now for the sure window:

Search for:

  def create_confirmation_window
   @sure_window = Window_Sure.new(256, BlizzCFG::AreYouSureCommands)
 end


change it to:

  def create_confirmation_window
   @sure_window = Window_Sure.new(256, BlizzCFG::AreYouSureCommands)
   @sure_window.back_opacity = 255 #opacity
 end


Just do as nath said

nathmatt

change the opacity of all the windows? if so

in
class Scene_Points


below
@command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
@command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
actor = $game_party.actors[0]
@status_window = Window_DistributionStatus.new(actor)
@distro_window = Window_Distribution.new(actor)
@dp_window = Window_DistributionPoints.new(actor)


put

@command_window.back_opacity = 200
@status_window.back_opacity = 200
@distro_window.back_opacity = 200
@dp_window.back_opacity = 200
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Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Futendra

Quote from: nathmatt on April 13, 2012, 01:43:29 pm
change the opacity of all the windows? if so

in
class Scene_Points


below
@command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
@command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
actor = $game_party.actors[0]
@status_window = Window_DistributionStatus.new(actor)
@distro_window = Window_Distribution.new(actor)
@dp_window = Window_DistributionPoints.new(actor)


put

@command_window.back_opacity = 200
@status_window.back_opacity = 200
@distro_window.back_opacity = 200
@dp_window.back_opacity = 200



For my zero knowledge of scripting I was very close and I was still looking for all the windows, and I would have put them below every creation of a window.

Spoiler: ShowHide

Vexus

That's what I did when I was experimenting but for some odd reason the opacity remained (And still remains) the same.
Current Project/s:

Futendra

Quote from: Vexus on April 13, 2012, 02:27:14 pm
That's what I did when I was experimenting but for some odd reason the opacity remained (And still remains) the same.
Try looking up each window and adding the line of back opacity below it, I did that and it worked.

Vexus

Don't know what you mean I placed these types of lines everywhere there is the window call (At least all I could find) still opacity remains the same.

I thought at first it was maybe a script conflict but I tried the script on a new project and the opacity remains the same :/
Current Project/s:

ForeverZer0

April 15, 2012, 05:58:26 pm #7 Last Edit: April 15, 2012, 05:59:35 pm by ForeverZer0
There is nothing but blackness behind the windows by default. If you want the map to show through or something, you need to add it there. Aside from that, changing the opacity will do nothing make the windows appear darker. Use this to add the map.

class Scene_Points

 alias mapback_main main
 def main
   @mapback = Sprite_Map.new
   mapback_init
   @mapback.dispose
 end
end
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Vexus

April 15, 2012, 06:13:53 pm #8 Last Edit: April 15, 2012, 06:33:51 pm by Vexus
[Edit]

Nvm fixed it, the problem was Sprite_Map should be Spriteset_Map.
Current Project/s:

ForeverZer0

Oops, yeah.

Does that fix the "opacity" problem?
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Vexus

Oh yea thanks for the help :D

I'll try experimenting on my custom equip screen maybe I can make it's opacity work too (Tough I'm kinda scratching my head as it's split in many pieces I'll have to see from other custom equip screens to see where they added that little piece of code.)
Current Project/s:

ForeverZer0

Sounds good, glad we could help.

* Marks topic resolved *
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.