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> Menu Background, Use a picture as a background for your menus!
Vlue
post Jul 31 2009, 10:04 PM
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Version 1.3
Author: Vlue L.
Rel. Date: August 2009

Introduction:
This script allows you to change the opacity of the menu windows and more importantly, use a picture as a background to make you rmenu's more pretty! (Artistic talent to make the pictures not provided.) Insert above main and below materials and edit as needed.

-Reply with any problems found. It should work though.

Features:
-Variable menu window opacity
-Picture as a menu background
-Ability to work with extra menus #Not Beginner Friendly#

Script:
[Show/Hide] The script
Alternate link: MenuBackground.txt
CODE
#----------------------------------------------------------------------------#
# A simple script to display a picture as the background for the menu.
# As well an easy way to change the opacity of menu windows.
# Disclaimer? Give credit where credit is due
#-------------------------Script written and/or edited by: Vlue L.

#-----------------------------------------#
# Config section. Pay attention, this might get confusing.
#-----------------------------------------#
$menuopacity = 255 # Opacity of the menu windows
$scene_current_background = 0 # Eh. Don't touch this one.
# It won't do anything anyways
class Scene_Base
#If no picture to use just make the variable equal to nil
#The pictures to be used must be in the Graphics\System folder
#And the filename for the variables must be contained within quotes
# i.e. "Title"
MENUBACKGROUND = nil # Background for the main menu
ITEMBACKGROUND = nil # Background for the item menu
SKILLBACKGROUND = nil # Background for the skill menu
EQUIPBACKGROUND = nil # Background for the equipment menu
STATUSBACKGROUND = nil # Background for the status menu
FILEBACKGROUND = nil # Background for the save/load menu
ENDBACKGROUND = nil # Background for the game end menu

# Extra Backgrounds # #NOT NEWBIE FRIENDLY#
# Requires extra work + minor scripting knowledge
# For custom extra menu scripts
# The line '$scene_current_background = *' must be added above 'create_menu_background'
# * = 7, 8, 9, or 10 which is equal to EXTRABACKGROUND1, 2, 3, and 4, respectively
# The place to add the line is normally found under the Scene of the script
# under 'def start'
#
# i.e.
# class Scene_Menu < Scene_Base
# def start # Line to look for(above)
# $scene_current_background = 0 # Line to be added
# create_menu_background # Line to look for(below)
# etc.
# end
# end
#
#If the line create_menu_background doesnt exist, it will have to be added
# REMINDER: Don't try to use this unless you know what you are doing.
EXTRABACKGROUND1 = nil # Background for an extra menu 1
EXTRABACKGROUND2 = nil # Background for an extra menu 2
EXTRABACKGROUND3 = nil # Background for an extra menu 3
EXTRABACKGROUND4 = nil # Background for an extra menu 4

#These create a tint on the picture
MENUBLUE = 16 #T# Blue tint
MENURED = 16 #I# Red tint
MENUGREEN = 16 #N# Green tint
MENUVIEW = 128 #T# Opacity of tint
#-----------------------------------------#
# End CONFIG
#-----------------------------------------#
#-----------------------------------------#
# Don't edit beyond here unless you know what you are doing
#-----------------------------------------#
def create_menu_background
@menuback_sprite = Sprite.new
if $scene_current_background == 0
if MENUBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(MENUBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 1
if ITEMBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(ITEMBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 2
if SKILLBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(SKILLBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 3
if EQUIPBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(EQUIPBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 4
if STATUSBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(STATUSBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 5
if FILEBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(FILEBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 6
if ENDBACKGROUND != nil
@menuback_sprite.bitmap = Cache.system(ENDBACKGROUND)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 7
if EXTRABACKGROUND1 != nil
@menuback_sprite.bitmap = Cache.system(EXTRABACKGROUND1)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 8
if EXTRABACKGROUND2 != nil
@menuback_sprite.bitmap = Cache.system(EXTRABACKGROUND2)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 9
if EXTRABACKGROUND3 != nil
@menuback_sprite.bitmap = Cache.system(EXTRABACKGROUND3)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
if $scene_current_background == 10
if EXTRABACKGROUND4 != nil
@menuback_sprite.bitmap = Cache.system(EXTRABACKGROUND4)
elsif
@menuback_sprite.bitmap = $game_temp.background_bitmap
end
end
@menuback_sprite.color.set(MENURED, MENUGREEN, MENUBLUE, MENUVIEW)
update_menu_background
end
end

class Scene_Menu < Scene_Base
def start
super
$scene_current_background = 0
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@gold_window.opacity = $menuopacity
@status_window = Window_MenuStatus.new(160, 0)
@status_window.opacity = $menuopacity
@command_window.opacity = $menuopacity
end
end

class Scene_Item < Scene_Base
def start
super
$scene_current_background = 1
create_menu_background
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@help_window.opacity = $menuopacity
@item_window = Window_Item.new(0, 56, 544, 360)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@item_window.opacity = $menuopacity
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end
end

class Scene_Skill < Scene_Base
def start
super
$scene_current_background = 2
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@help_window.opacity = $menuopacity
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.viewport = @viewport
@status_window.opacity = $menuopacity
@skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@skill_window.opacity = $menuopacity
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end
end

class Scene_Equip < Scene_Base
def start
super
$scene_current_background = 3
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = $menuopacity
create_item_windows
@equip_window = Window_Equip.new(208, 56, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@equip_window.opacity = $menuopacity
@status_window = Window_EquipStatus.new(0, 56, @actor)
@status_window.opacity = $menuopacity
end
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(0, 208, 544, 208, @actor, i)
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].y = 208
@item_windows[i].height = 208
@item_windows[i].active = false
@item_windows[i].index = -1
@item_windows[i].opacity = $menuopacity
end
end
end

class Scene_Status < Scene_Base
def start
super
$scene_current_background = 4
create_menu_background
@actor = $game_party.members[@actor_index]
@status_window = Window_Status.new(@actor)
@status_window.opacity = $menuopacity
end
end

class Scene_File < Scene_Base
def start
super
$scene_current_background = 5
create_menu_background
@help_window = Window_Help.new
@help_window.opacity = $menuopacity
create_savefile_windows
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
@index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
end
@savefile_windows[@index].selected = true
end
def create_savefile_windows
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
@savefile_windows[i].opacity = $menuopacity
end
@item_max = 4
end
end

class Scene_End < Scene_Base
$scene_current_background = 6
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
@command_window.opacity = $menuopacity
end
end


Customization:
Instructions in the script itself

Compatibilty:
Might have some issues with other scripts that deal with the menu. But is unknown.

Screenshots:


Installation:
Place above main and below materials

Credits
Vlue L. Maynara
Give credit where credit is due.

This post has been edited by Vlue: Aug 1 2009, 03:07 PM


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FauxMask
post Aug 1 2009, 06:59 AM
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This is great! This would be perfect if its compatible with Yanfly's menu redux script. Thanks a ton and great job! happy.gif

EDIT:
Hmmm.. it doesnt seem to be working for me. Even if I start a new project, it still uses the window skin for some reason. And yes, I read the instructions and used the "Title" image as a test for a background for the menu, but it didnt show confused.gif

This post has been edited by FauxMask: Aug 1 2009, 07:22 AM
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Vlue
post Aug 1 2009, 08:46 AM
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QUOTE (FauxMask @ Aug 1 2009, 07:59 AM) *
This is great! This would be perfect if its compatible with Yanfly's menu redux script. Thanks a ton and great job! happy.gif

EDIT:
Hmmm.. it doesnt seem to be working for me. Even if I start a new project, it still uses the window skin for some reason. And yes, I read the instructions and used the "Title" image as a test for a background for the menu, but it didnt show confused.gif


Uuuummm, well I did find one problem and fixed that.
If it still uses the windowskin, set the $menuopacity to equal 0


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Xeyla
post Aug 1 2009, 09:02 AM
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This is very good! thanks for the script biggrin.gif now i actually like my background smile.gif


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im trying to get into it but people aren't answering my question
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FauxMask
post Aug 1 2009, 09:33 AM
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Woo hoo!!! Yes! It works now, AND its compatible with Yanfly's script! Thank you so much, you made my day! happy.gif
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SuperMega
post Aug 1 2009, 09:50 AM
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Wow, this is a fantastic script! We've never seen something quite like this! Thanks a ton!


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Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
Need a script translated? Come talk to me, and I'll see what I can do.
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FauxMask
post Aug 1 2009, 09:58 AM
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One thing though, for people with extra menus (such as crafting, options, skill slots, etc.), do you think you could add extra menu background options?
For example you would have:
CODE
MENUBACKGROUND = "Title"                    # Background for the main menu                
  ITEMBACKGROUND = nil                    # Background for the item menu
  SKILLBACKGROUND = "picture4"      # Background for the skill menu
  Etc. Backgrounds
  EXTRABACKGROUND1 = "picture7"  # Background 1 for extra menus
  EXTRABACKGROUND2 = "picture8"  # Background 2 for extra menus
  EXTRABACKGROUND3 = "picture9"  # Background 3 for extra menus


That would be exceedingly helpful if you would. Thank you smile.gif
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Vlue
post Aug 1 2009, 11:35 AM
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QUOTE (FauxMask @ Aug 1 2009, 10:58 AM) *
One thing though, for people with extra menus (such as crafting, options, skill slots, etc.), do you think you could add extra menu background options?
For example you would have:
CODE
MENUBACKGROUND = "Title"                    # Background for the main menu                
  ITEMBACKGROUND = nil                    # Background for the item menu
  SKILLBACKGROUND = "picture4"      # Background for the skill menu
  Etc. Backgrounds
  EXTRABACKGROUND1 = "picture7"  # Background 1 for extra menus
  EXTRABACKGROUND2 = "picture8"  # Background 2 for extra menus
  EXTRABACKGROUND3 = "picture9"  # Background 3 for extra menus


That would be exceedingly helpful if you would. Thank you smile.gif


Yes, it is possible. You CAN do it with the new version I have up. But it isn't simple.
As well, those scripts would still have the original window skins, as you would have to edit THEIR script to change that.
It will require you to edit the scripts of the extra menus to change the opacity and set it to use a picture as a background
Unclear instructions are in the script but I can help out with any questions.


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FauxMask
post Aug 1 2009, 12:12 PM
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QUOTE (Vlue @ Aug 1 2009, 12:35 PM) *
QUOTE (FauxMask @ Aug 1 2009, 10:58 AM) *
One thing though, for people with extra menus (such as crafting, options, skill slots, etc.), do you think you could add extra menu background options?
For example you would have:
CODE
MENUBACKGROUND = "Title"                    # Background for the main menu                
  ITEMBACKGROUND = nil                    # Background for the item menu
  SKILLBACKGROUND = "picture4"      # Background for the skill menu
  Etc. Backgrounds
  EXTRABACKGROUND1 = "picture7"  # Background 1 for extra menus
  EXTRABACKGROUND2 = "picture8"  # Background 2 for extra menus
  EXTRABACKGROUND3 = "picture9"  # Background 3 for extra menus


That would be exceedingly helpful if you would. Thank you smile.gif


Yes, it is possible. You CAN do it with the new version I have up. But it isn't simple.
As well, those scripts would still have the original window skins, as you would have to edit THEIR script to change that.
It will require you to edit the scripts of the extra menus to change the opacity and set it to use a picture as a background
Unclear instructions are in the script but I can help out with any questions.


Alright, perfect! Ill tackle it biggrin.gif
The good news is that (thanks to multiple window skins and the ordering of my scripts,) all of my menus (including the extra menus) are transparent. So now, from what I understand, I need to put in
CODE
$scene_menu_background = 7
create_menu_background
somewhere in the script(s) for the extra menus, and then change
CODE
EXTRABACKGROUND1 = ni
to the corresponding number Im using (7,8, etc.).
Though my question is, where in the script(s) do I need to put in those commands? Should I search for a certain term such as
CODE
class Scene_Base
or something?
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Vlue
post Aug 1 2009, 12:26 PM
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QUOTE (FauxMask @ Aug 1 2009, 01:12 PM) *
Alright, perfect! Ill tackle it biggrin.gif
The good news is that (thanks to multiple window skins and the ordering of my scripts,) all of my menus (including the extra menus) are transparent. So now, from what I understand, I need to put in
CODE
$scene_menu_background = 7
create_menu_background
somewhere in the script(s) for the extra menus, and then change
CODE
EXTRABACKGROUND1 = ni
to the corresponding number Im using (7,8, etc.).
Though my question is, where in the script(s) do I need to put in those commands? Should I search for a certain term such as
CODE
class Scene_Base
or something?


Kinda. EXTRABACKGROUND1 (Or 2 or 3) need to equal the name of the picture to use, in quotes.
The numbers 7, 8, and 9 is just the way my script decides which picture to use.
Like: $scene_menu_background = 7 will load EXTRABACKGROUND1 and $scene_menu_background = 8 will load EXTRABACKGROUND2
You should insert the two lines.. hmm, let's see
under the line - "def start" in the scripts you are using


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FauxMask
post Aug 1 2009, 01:14 PM
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Oh right, I forgot that I would need to specify an image; of couse I cant just put in a number there lol.

Okay, I tried what you said: "insert the two lines.. under the line - 'def start'", but it just didnt work for whatever reason. They still show the main menu's image. I looked at the scripts carefully and it seemed that they were already trying to create a background or something.

Here, take a look at the sections of scripts and let me know what I need to change: confused.gif
For extrabg1
CODE
  def start
    super
    $scene_menu_background = 7
    create_menu_background
    @help_window = Window_Help.new
    if $imported["HelpExtension"]
      @help_window.row_max = KGC::HelpExtension::ROW_MAX
    end
    dy = @help_window.height
    dh = 416 - @help_window.height
    @slot_equip_window = Window_Slot_Equip.new(0, dy, 272, dh, @actor)
    @slot_equip_window.help_window = @help_window
    if $imported["DisplaySkillQuery"] and YE::EQUIPSKILL::ENABLE_SKILL_QUERY and
    YE::EQUIPSKILL::SHOW_QUERY_HELP_WIN
      dy += 56; dh -= 56
    end
    @slot_status_window = Window_Slot_Status.new(272, dy, 272, dh, @actor)
    if $imported["DisplaySkillQuery"] and YE::EQUIPSKILL::ENABLE_SKILL_QUERY and
    YE::EQUIPSKILL::SHOW_QUERY_HELP_WIN
      dy -= 56; dh += 56
    end
    dh -= 128
    @equipped_skills_window = Window_Equipped_Skills.new(0, dy, 544, dh, @actor)
    @equipped_skills_window.help_window = @help_window
    @equipped_status_window = Window_Equipped_Status.new(@actor)
    skill = @slot_equip_window.skill
    slot = @equipped_skills_window.index + 1 - @auto_equip
    oldskill = @equipped_skills_window.skill
    create_skill_query
    @last_slot_index = @slot_equip_window.index
    @slot_status_window.refresh(skill, oldskill, slot)
    @slot_status_window.visible = false
  end


For extrabg2
CODE
  def start
    $scene_menu_background = 8
    create_menu_background
    super
    create_menu_background
    @status_bio_window = Window_MateriaStatus.new(@actor)
    @character_bio_window = Window_MateriaActor.new(@actor)
    @materia_bio_window = Window_MateriaEquipBio.new
    @materia_list_window = Window_MateriaList.new(192, 276, false, $game_party.materia, false)
    @materia_list_window.x, @materia_list_window.y = 352, 140
    @materia_list_window.visible = true
    @materia_bio_window.z = @materia_list_window.z = 1000
    @pointer_sprite = Sprite.new
    @pointer_sprite.x = 316 + (@materia_index + 1) * 24 - 28
    @pointer_sprite.y = @equip_index * 24 + 12
    @pointer_sprite.z = 9999
    @pointer_sprite.bitmap = Cache.icon(Materia_Config::Materia_Cursor)
    @materia_list_window.refresh
    update_materia_bio
    @objects = [@status_bio_window, @character_bio_window, @materia_bio_window, @materia_list_window, @pointer_sprite]
  end


For extra bg3
CODE
  def start
    $scene_menu_background = 9
    create_menu_background
    #--------------------------------------------------------------------------
    # Set this to true if you want to disable the "crafting" entry in the menu
    #--------------------------------------------------------------------------
    @disableMenuChoice = false
    
    super
    create_menu_background
    if @disableMenuChoice
      oldCmdWindow
    else
      create_command_window
    end
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end


For extra bg4
CODE
  def start
    $scene_menu_background = 10
    create_menu_background
    super
    create_menu_background
    @title_window = Window_ATB_Title.new
    @help_window = Window_ATB_Help.new
    @active_window = Window_ATB_active.new
    @speed_window = Window_ATB_speed.new
    @help_window.set_text_active(@active_window.index)
    @active_window_index = @active_window.index
    @speed_window_index = $game_party.atb_custom[1]
  end


Dont worry, Im only using four extra menus sweat.gif
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Vlue
post Aug 1 2009, 01:45 PM
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Okay, let's try this. What four scripts are you trying to use with this?


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FauxMask
post Aug 1 2009, 02:09 PM
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QUOTE (Vlue @ Aug 1 2009, 02:45 PM) *
Okay, let's try this. What four scripts are you trying to use with this?

Im using Yanfly's Equip Skill Slots, the Materia (from FF7) script, the Advanced Crafting System script, and the ATB script (with the ATB options, hence the extra menu).
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Vlue
post Aug 1 2009, 02:53 PM
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Okay, haha. This is entirely my fault. I have you using $scene_menu_background when the actual variable is $scene_current_background
So yah, remove all the lines you added.
EquipSlots: Right above line 1717 add $scene_current_background = 7
Materia: Right above line 1828 add $scene_current_background = 8
Scene_Crafting: Right above line 4 add $scene_current_background = 9
And.. I don't know about the ATB one. But below 'super' and above 'create_menu_background' add $scene_current_background = 10
Don't forget to grab the newer version of my script! (Which allows 4 extra backgrounds and not just 3)



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Shanghai
post Aug 1 2009, 02:53 PM
Post #15


Level 31
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Nice and clean script you've got here, Vlue! Good job.


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FauxMask
post Aug 1 2009, 03:10 PM
Post #16


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QUOTE (Vlue @ Aug 1 2009, 03:53 PM) *
Okay, haha. This is entirely my fault. I have you using $scene_menu_background when the actual variable is $scene_current_background
So yah, remove all the lines you added.
EquipSlots: Right above line 1717 add $scene_current_background = 7
Materia: Right above line 1828 add $scene_current_background = 8
Scene_Crafting: Right above line 4 add $scene_current_background = 9
And.. I don't know about the ATB one. But below 'super' and above 'create_menu_background' add $scene_current_background = 10
Don't forget to grab the newer version of my script! (Which allows 4 extra backgrounds and not just 3)

Ah haha great thank you! happy.gif It works perfectly now! Thank you so much.
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