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Adding Blend_type to UMS window skins. Help needed.

The maker of UMS is a god!

However, I would like to blend (add/subtract) the message window skin from the main playing window. (like how you can with fog etc)

I have been tinkering with the script, but with no joy. I can't work out how I associate a variable to an actual action of setting the blend_type.

I have jumped in the deep end with this one, as I know very little about RGSS, but this is how I usually learn, by dissecting bits of code and trying to work out how they work.

I had originally replicated parts of the UMS script for the back_opacity, using blend_type instead, which is fine, but I do not know how to get RMXP to know that my blend_type variable should effect the blend_type of the message window. I have already figured out that there is no blend_type function to window. I am guessing I would need to make that first.

If my terminology is off, I appologise, still learning it all.

Many thanks scripting gods & goddesses.
 

poccil

Sponsor

It requires rewriting the Window class to support blend_type.  The same applies to color and tone as well.
I have written a Window script that includes these methods (see underlined link).
As a bonus, it can also process windowskins from RPG Maker VX.
 
Thank you for that.

There seems to be a compatability issue within the script between itself, SDK and UMS. I'll figure it out.
With SDK the message window starts an endless loop, there is also no text in the message.
Without SDK the loop doesn't exist, but there is still no text.
I haven't examined fully yet, but the message window also now moves horizontally a few pixels when a text event occurs.
 

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