The Picture Darkens! I... faint.

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Started by That Bread 18 posts View original ↗
  1. Alot of effort was put into changing up the events with these show picture commands, and I decided to test it in a dark area.

    This is what happened.

    Spoiler
    How do I fix this little problem?

    The other bust is displayed through a script while the one that darkened is part of the show picture command in VX Ace. So yes the one that darkens is not part of the script.

    Thank you, and if you have any questions ask.
  2. Can you change the Z-value of the picture to be 'above' the tint?
  3. Is that in the scripts? I don't know what the Z value is or where it is.
  4. I don't have RPG Maker on me atm, can you quickly show me a screenshot of the 'move picture' command window?
  5. Here it is

    Spoiler
  6. Next time you have a problem, please state WHAT the problem is - don't just throw in a screenshot and assume it'll be obvious to everyone. I had to look at it for a good while before I realised what the issue was, because I thought you were talking about something wrong with the map.


    Changing the z value will not make a difference, because pictures are displayed in a different viewport. However, I would expect the picture to also be light, BECAUSE they are in a different viewport than the map, and tints apply to the map and not pictures. So ... next question is, what OTHER scripts are you using? How are you making the map darker?
  7. I bet Khas's script uses viewport 2 rather than 1 (which is used by the Tint Screen command), and the bust script uses viewport 3.


    Moving to RGSSx Script Support


    You can't get out of this one without a script mod.


    Even if it's as simple as going into Spriteset_Map, to the update_pictures method, and passing in @viewport3 instead of @viewport2.


    Try that and see how it goes. However it will affect ALL your pictures which may not be desirable.
  8. I'm confused... I changed that and nothing happens. Where am I supposed to go for update picture?
  9. You changed what? Spriteset_Map.update_pictures to use @viewport3?


    If that didn't make a difference, then it may be overridden in one of your scripts. Any chance you can whack your starting position in there and cause the message to be displayed as an autorun, then zip up your project somewhere so I can take a peek at it?
  10. I don't even know where I am supposed to go.

    So here's the two places in question. Tell me where I am supposed to make the change.

    Spoiler


  11. Yep, that was it. If it hadn't made a difference, then I think you've got a script that's overriding that method or doing its own thing with pictures.


    So you may as well change that back.


    Are you able to load your project up somewhere? If it's big, just create a new project with a single map, using the same scripts (you can copy all your database files over rather than pasting them individually) and set it up so the issue happens right on starting a new game.
  12. It'll be up in a bit, I will message you the file.
  13. I'm finding this pretty tough. Khas' script doesn't appear to use viewports at all, which means the bust script probably doesn't either.


    I'm actually wondering if it might be easier to just alter the bust script so it can display multiple busts. How many would you want to show, at the most?
  14. That would be easier for the both of us. I would like it to show two at a time.

    Thanks!
  15. I'm not actually offering - not sure I'd have the time to do it. Just thinking it MAY be an easier option.
  16. Ah... okay. Truly wasn't sure.

    Anyway it might be, but I would have to find someone to do it. So I suppose I can put it in script requests or just forget it.