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CurMap as BattleBack Edit Help

I'm using the following script to change the battle background images to use the current map as it's background.
So far so good, no errors but I was wondering of someone experienced in RGSS could help me modify it so it dims
the map in the background by 50% or so. (Half fade to black so the battlers are less cluttered.) Help would be
appreciated and thank you for your time.

Code:
#==============================================================================

# ** Spriteset_Battle

#------------------------------------------------------------------------------

# This class contains the set of sprites used in the Scene_Battle class, such

# as the enemies, actors, battle background, and any pictures being displayed

#==============================================================================

 

class Spriteset_Battle

  #--------------------------------------------------------------------------

  # * initialize

  #--------------------------------------------------------------------------

  def initialize

    @viewport1 = Viewport.new(0, 0, 640, 480)

    @viewport2 = Viewport.new(0, 0, 640, 480)

    @viewport3 = Viewport.new(0, 0, 640, 480)

    @viewport4 = Viewport.new(0, 0, 640, 480)

    @viewport2.z = 101

    @viewport3.z = 200

    @viewport4.z = 5000

    @battleback_sprite = Tilemap.new(@viewport1)

    @battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)

    for i in 0..6

      autotile_name = $game_map.autotile_names[i]

      @battleback_sprite.autotiles[i] = RPG::Cache.autotile(autotile_name)

    end

    @battleback_sprite.map_data = $game_map.data

    @battleback_sprite.ox = $game_map.display_x / 4

    @battleback_sprite.oy = $game_map.display_y / 4

    @enemy_sprites = []

    for enemy in $game_troop.enemies.reverse

      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))

    end

    @actor_sprites = []

    @actor_sprites.push(Sprite_Battler.new(@viewport2))

    @actor_sprites.push(Sprite_Battler.new(@viewport2))

    @actor_sprites.push(Sprite_Battler.new(@viewport2))

    @actor_sprites.push(Sprite_Battler.new(@viewport2))

    @weather = RPG::Weather.new(@viewport1)

    @picture_sprites = []

    for i in 51..100

      @picture_sprites.push(Sprite_Picture.new(@viewport3,

        $game_screen.pictures[i]))

    end

    @timer_sprite = Sprite_Timer.new

    update

  end

  #--------------------------------------------------------------------------

  # * Dispose the battle spriteset

  #--------------------------------------------------------------------------

  def dispose

    @battleback_sprite.tileset.dispose

    for i in 0..6

      @battleback_sprite.autotiles[i].dispose

    end

    @battleback_sprite.dispose

    for sprite in @enemy_sprites + @actor_sprites

      sprite.dispose

    end

    @weather.dispose

    for sprite in @picture_sprites

      sprite.dispose

    end

    @timer_sprite.dispose

    @viewport1.dispose

    @viewport2.dispose

    @viewport3.dispose

    @viewport4.dispose

  end

  #--------------------------------------------------------------------------

  # * Update the battleset sprite

  #--------------------------------------------------------------------------

  def update

    @battleback_sprite.update

    @actor_sprites[0].battler = $game_party.actors[0]

    @actor_sprites[1].battler = $game_party.actors[1]

    @actor_sprites[2].battler = $game_party.actors[2]

    @actor_sprites[3].battler = $game_party.actors[3]

    for sprite in @enemy_sprites + @actor_sprites

      sprite.update

    end

    @weather.type = $game_screen.weather_type

    @weather.max = $game_screen.weather_max

    @weather.update

    for sprite in @picture_sprites

      sprite.update

    end

    @timer_sprite.update

    @viewport1.tone = $game_screen.tone

    @viewport1.ox = $game_screen.shake

    @viewport4.color = $game_screen.flash_color

    @viewport1.update

    @viewport2.update

    @viewport4.update

  end

end

Again thank you very much.
MJP
 

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