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Jiyujin

Choice window opacity

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I'm not sure what do you mean by option windows.If you mean "menu",then here it's something that can help you:

class Window_Base < Window
        alias :zahraa_menu_init :initialize unless $@
        def initialize(*args, &block)
                zahraa_menu_init(*args, &block)
                menu_opacity?
        end
        def menu_opacity?
                return unless $scene.is_a?(Scene_Menu)
                self.back_opacity = 160
                self.opacity = 160 
        end
end
class Scene_Menu
        alias :zahraa_main_map :main
        def main
    @background = Spriteset_Map.new
                zahraa_main_map
                @background.dispose
        end
end

This script is written by Bigace.Don't forget to credit him if you use it :)

Edited by zahraa

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If it's the 'choice menu' you mean, these windows can only be altered in Window_Message of the game scripts.

Line 186:  self.back_opacity = 160

 

change the number to anything from 'transparent' 0-255 'solid'

 

The text boxes in different areas are in their respective Scene files, (like the title screen box with 'new game' 'load' and 'exit' is in Scene_Title)

 

If it was the menu screen then yeah, Big Aces script will work.

 

hope that helps

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I mean the window that shows up when you use the "show choices" button. I can't figure out how to change it's opacity.

So right now my text has a totally opaque background, but the choices have a (what I assume is 160) transparency. I had already changed the one dolarmak suggested. 

 

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thats odd cause when I did it my 'show choices' text box was changed. are you sure you got the one in Window_Message, line 186?

I tested it again and works fine. unless another script is messing with it it should work like i said.

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then you must have a conflicting script that resets the opacity to it's own predefined numbers.

 

Did you try it in a blank game to make sure?

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Okay. The other answers are definitely correct, that's how I do it, but I want to drop a reply saying that if you have an extra script that sets the opacity for that window, like Ccoa's UMS script, that will override whatever you have in the script that is already set in RMXP. For example, in UMS, you have to change "@opacity = 255" to your desired opacity.

 

Do you have any script like that?

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Okay. The other answers are definitely correct, that's how I do it, but I want to drop a reply saying that if you have an extra script that sets the opacity for that window, like Ccoa's UMS script, that will override whatever you have in the script that is already set in RMXP. For example, in UMS, you have to change "@opacity = 255" to your desired opacity.

 

Do you have any script like that?

I do. That must be the problem. Thanks so much.

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