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1
RMXP Script Database / Re: [XP] Easy Party Switcher
Last post by Tepe - November 29, 2022, 08:06:44 am
It's working. Thanks for Your advice / support. :)
2
RMXP Script Database / Re: [XP] Easy Party Switcher
Last post by KK20 - November 29, 2022, 12:08:10 am
You can just make the two windows invisible right before switching to the PartySwitcher scene.

In Scene_Battle#update_phase2 (near the bottom of the script), add these four lines I point out:
Code: ruby
      $scene = Scene_PartySwitcher.new
     
      @party_command_window.visible = false #<==
      @status_window.visible = false        #<==
     
      $scene.main
     
      @party_command_window.visible = true  #<==
      @status_window.visible = true         #<==
     
      $scene = self
3
RMXP Script Database / Re: [XP] Easy Party Switcher
Last post by Tepe - November 28, 2022, 09:42:09 pm
I don't wanna remove opacity because it is most important for me.

I wanna only remove window_battlestatus and window_help under windowskin.

KK20

Set in script:

# allows switching the party in battle
BATTLE_SWITCH = true

Find in script:

@current_window = Window_Current.new

Add after:

@current_window.back_opacity = 100

Find

@reserve_window = Window_Reserve.new(@scene)

Add after:

@reserve_window.back_opacity = 100

Find:

@help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene)

Add after:

@help_window.back_opacity = 100

I added custom background for this module and I solved this problem with z-index method but it still not exactly what I want.

Before z-index:



After z-index:

4
RMXP Script Database / Re: [XP] Easy Party Switcher
Last post by KK20 - November 28, 2022, 07:39:50 pm
Seems to be caused by this (note, it's present in classes Window_Reserve and Window_HelpStatus)
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
When I have $game_system.battle_order_only set to true, I can partially reproduce what you have there.

Window_Current doesn't have this logic, so I'm not sure why your screenshot shows the left window with halved opacity too.

I don't particularly understand the reasoning behind this opacity change, so you could just remove it.
5
RMXP Script Database / Re: [XP] Easy Party Switcher
Last post by Tepe - November 28, 2022, 05:23:52 pm
Hello Blizzard.

Do You have idea how to fix bug in this script?
I wanna hidden or remove Window_BattleStatus and Window_Help in Battle Mode when Party Switcher is active.

Image

6
Projects / Games / Re: [XP]Sailor Moon Another St...
Last post by PrinceEndymion88 - November 04, 2022, 10:53:46 am
New update available! All the info in the first post :)
7
Script Requests / Re: [RMXP] Transition when Esc...
Last post by PrinceEndymion88 - October 22, 2022, 12:18:10 pm
Oh, thanks! I considered only scene_battle script and, obviously, it didn't work! 😅 Now it works properly 😊 again, thanks!
8
Script Requests / Re: [RMXP] Transition when Esc...
Last post by KK20 - October 21, 2022, 09:10:55 pm
The transition effect plays on the scene you're switching over to. So when leaving the battle scene, you're probably heading back to the map scene. Thus we need to introduce our code changes to Scene_Map.

You should already be aware that this is what we need to change in Scene_Map:
    # Transition run
    Graphics.transition

In Scene_Battle, it handles the transition like so
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end

We need to copy some of this over, but we also need to make Scene_Map aware that we're coming from Scene_Battle.

I would suggest adding a new method to Scene_Map:
  def initialize(last_scene = nil)
    @_last_scene = last_scene
  end
Replace the Graphics.transition code called out above with this:
    # Transition run
    if @_last_scene == :battle
      if $data_system.battle_transition == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $data_system.battle_transition)
      end
    else
      Graphics.transition
    end
Then find "def battle_end" in Scene_Battle 1 and make the following change:
    # Switch to map screen
    $scene = Scene_Map.new(:battle)

All of this assumes you're using the default scripts, of course.
9
Script Requests / [RMXP] Transition when Escape ...
Last post by PrinceEndymion88 - October 20, 2022, 04:01:52 am
In the standard Battle System, when a battle end or when Escape there is a standard fade out transition. Is it possible to show the same transition specified in System -> Battle transition graphic ?

Thanks :)
10
RMXP Script Database / Re: [XP] Blizz-ABS
Last post by KK20 - September 28, 2022, 10:52:15 am
Blizz-ABS doesn't touch the damage formulas, so it should be fine.
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