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Darkness

Fog In Battle Scene

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Just in case you actually wanted this, I made a script for it.

module Fog_Config
 # the id of the switch that determines whether or not to display the fog in the battle scene
 ENABLED_SWITCH_ID = 51
end

class Spriteset_Battle
 alias tdks_battle_fog_init initialize
 def initialize
   tdks_battle_fog_init
   @fog = Plane.new(@viewport1)
   @fog.bitmap = $scene.fog
   @fog.ox, @fog.oy, @fog.zoom_x, @fog.zoom_y, @fog.opacity, @fog.blend_type, @fog.tone, @fog.color, @fog_sx, @fog_sy = *$scene.fog_settings
   @fog.z = 1000
   @fog.visible = $game_switches[Fog_Config::ENABLED_SWITCH_ID]
 end

 alias tdks_battle_fog_update update
 def update
   tdks_battle_fog_update
   @fog.ox -= @fog_sx / 8.0 if @fog
   @fog.oy -= @fog_sy / 8.0 if @fog
 end
end

class Spriteset_Map
 attr_reader :fog
end

class Scene_Battle
 attr_reader :fog, :fog_settings

 alias tdks_battle_fog_init initialize
 def initialize(*args)
   tdks_battle_fog_init(*args)
   tmp = $scene.spriteset.fog
   @fog = tmp.bitmap.clone
   @fog_settings = [tmp.ox, tmp.oy, tmp.zoom_x, tmp.zoom_y, tmp.opacity, tmp.blend_type, tmp.tone.clone, tmp.color.clone, $game_map.fog_sx, $game_map.fog_sy]
 end
end

class Scene_Map
 attr_reader :spriteset
end

Edited by Thallion

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Thank you very much for that script,Thallion. Is it ok for you if I want to requests some more?

 

I want your script can be call with events.

 

rmms2.jpg

 

So,I can use it and cancel it anytime.

 

And if you can let me choose the fog scene by my own (in script). It would be better.

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Alright, I'll make a variable to use to enable or disable the fog in the battle scene. I'll fix it once I get home from school.

 

Edit:

I added in a config option to choose which switch to determine whether to use fogs on the battle scene.

 

Script updated.

Edited by Thallion

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In RMXP, there are special types of variables called switches. These can be either on or off. I am basically letting you use a switch to control whether the script is enabled.

 

First, go in the script where it says:

ENABLED_SCRIPT_ID = 51

Change 51 to the id of whatever switch you want to use to control whether the script is enabled.

 

Now, to enable / disable the script from an event, put in a Control Switches action. Change the switch # to what you changed 51 to. If you turn the switch on, the script will be enabled, else it will be disabled.

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Thank you again! I can use it now. Well, Mind if I may asked you one thing?

 

Can you let me change the fog's color in the script freely? I want more than one color in my game.

 

The battle in white fog. The battle in Poison Fog. etc. I want the color to change freely.

 

It's okay if you can't make it.

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Sorry, I forgot to have it use the fog's color tone from the map. I updated the script with the fixed version.

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