- Joined
- Aug 17, 2013
- Messages
- 16
- Reaction score
- 20
- First Language
- English
- Primarily Uses
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CS_TintEvent v1.0.1
CityShrimp
Introduction
This plugin allows you to add tint to events, players, and followers. This is very similar to S_Rank_Crazy's Event Highlighting script, but with different features.
Features
- Tint remains until manually removed with another command (or change of event page).
- Tint can constantly fade in and out
- Tint can be applied to players and followers.
- Fade speed can be adjusted
Screenshots
How to Use
Demo
Script:
Download v1.0.1
Credit and Thanks
CityShrimp
The MV Secret Team - for MVC script
Notes and Limitations
- Event tint applied via Plugin Commands will persist after save/load, but will not persist if map changes.
- Player and followers tint will always persist.
CityShrimp
Introduction
This plugin allows you to add tint to events, players, and followers. This is very similar to S_Rank_Crazy's Event Highlighting script, but with different features.
Features
- Tint remains until manually removed with another command (or change of event page).
- Tint can constantly fade in and out
- Tint can be applied to players and followers.
- Fade speed can be adjusted
Screenshots

How to Use
- Download CS_FogOfWar.js
- Place it into your project's Plugin list
- Check description in file for latest Parameter, Notetag/Comments, and Plugin Commands
Demo
Script:
Download v1.0.1
/*=============================================================================
* CityShrimp's Tint Event
* CS_TintEvent.js
* Version: 1.0.1
* Free for commercial and non commercial use.
*=============================================================================*/
/*:
* @plugindesc This plugin provides a way to tint events
*
* @author CityShrimp
*
* ===Parameter List===
*
* @param Default Tone
* @desc Default tone of the tint that is applied if no [tone] is specified
* @default 60, 60, 60, 0
*
* @param Fade Speed
* @desc Number of frames for tint to fade in and fade out again. 1 = Immediate
* @default 1
*
* @param Flicker
* @desc Whether tint will constantly fade in and out for all events and characters.
* @default false
*
* ===Event/Comment Notetag===
*
* <cste_tone [tone]>
* desc: Event will be tinted with the given tone. Example [tone]: 30,30,30,0. (No spaces allowed)
*
* <cste_fade_speed: (value)>
* desc: Number of frames for tint to fade in and fade out again. 0 = Constant tint
*
* <cste_flicker: (bool)>
* desc: When true, the event's tint will constantly fade in and out.
*
* Note: Event tag will overwrite any Comment tags
*
* ===Plugin Commands===
*
* cs_te <target> <command>
*
* <target>:
* - all_events: all events
* - event <id>: event with given id
* - player: player's character
* - follower <index>: follow with given index
* - party: entire player's party
*
* <command>:
* - apply_tint [tone]: Apply tint on the specified target.
* [tone] is optional. If none are specified, the default is used. Example [tone]: 30,30,30,0. (No spaces allowed)
* - remove_tint: Remove tint from specified target.
* - fade_speed <speed>: Set the fade speed on specified target.
* <speed> is required. It must be an integer that's >= 0. A fade_speed of 0 will cause tint to appear/remove instantly.
* - flicker <bool>: Set the flicker property for specified target.
* <bool> is required, can be true or false.
*
* Examples:
* cs_te all_event apply_tint
* This will apply default tint to all events
*
* cs_te event 1 apply_tint 60,0,0,0
* This will apply a red tint to event #1.
*
* cs_te player remove_tint
* This will remove tint from the player
*
* cs_te party fade_speed 30
* This will change the entire party's fade speed to 30 - meaning it will take 30 frames to apply or remove tint.
*
* cs_te follower 0 flicker true
* This will cause follower #1's tint to constantly fade in and out.
*
* @help
* ============================================================================
* Latest Version
* ============================================================================
*
* Get the latest version of this script on
* https://github.com/cityshrimp/rmmv_fow/blob/master/CS_TintEvent.js
*
*=============================================================================
*/
var Imported = Imported || {};
Imported['CS_TintEvent'] = "1.0.1";
var CS_TintEvent = CS_TintEvent || {};
// ===MVCommons Module (taken from SuperOrangeMovementEX) ===
if (Imported['MVCommons'] === undefined) {
var MVC = MVC || {};
(function($) {
$.getProp = function(meta, propName) {
if (meta === undefined)
return undefined;
if (meta[propName] !== undefined)
if (typeof meta[propName] === 'string')
return meta[propName].trim();
else
return meta[propName];
for (var key in meta) {
if (key.toLowerCase() == propName.toLowerCase()) {
return meta[key].trim();
}
}
return undefined;
};
})(MVC);
Number.prototype.fix = function() {return (parseFloat(this.toPrecision(12)));};
Number.prototype.floor = function() {return Math.floor(this.fix());};
Number.prototype.ceil = function() {return Math.ceil(this.fix());};
Number.prototype.abs = function() {return Math.abs(this);};
}
// ===End SuperOrangeMovementEX's MVCommons Module===
(function($) {
"use strict";
$.parseTone = function(tone) {
var tone_array = tone.split(',');
if (tone_array.length != 4)
return false;
for (var i = 0; i < tone_array.length; i++) {
tone_array = parseFloat(tone_array.trim());
if (Number.isNaN(tone_array))
return false;
}
return tone_array;
}
// Load parameters
$.parameters = PluginManager.parameters("CS_TintEvent") || {};
var temp = $.parseTone($.parameters['Default Tone']);
$.default_tone = (temp) ? temp : [0,0,0,0];
$.fade_speed = Number($.parameters['Fade Speed'] || 0);
$.flicker = ($.parameters['Flicker'] === 'true') ? true : false;
// ===Alias Sprite_Character===
var old_Sprite_Character_update = Sprite_Character.prototype.update;
Sprite_Character.prototype.update = function() {
old_Sprite_Character_update.call(this);
this.updateTone();
};
Sprite_Character.prototype.updateTone = function() {
if (this._character.tone()) {
this.setColorTone(this._character.tone());
} else {
this.setColorTone([0, 0, 0, 0]);
}
};
// ===Alias Game_CharacterBase===
var old_Game_CharacterBase_initialize = Game_CharacterBase.prototype.initialize;
Game_CharacterBase.prototype.initialize = function() {
old_Game_CharacterBase_initialize.call(this);
// Load default values
this._tone = [0, 0, 0, 0];
this._target_tone = [0, 0, 0, 0];
this._original_tone = [0, 0, 0, 0];
this._fade_speed = $.fade_speed;
this._flicker = $.flicker;
this._stop = false;
};
var old_Game_CharacterBase_update = Game_CharacterBase.prototype.update;
Game_CharacterBase.prototype.update = function() {
old_Game_CharacterBase_update.call(this);
this.updateTone();
};
Game_CharacterBase.prototype.tone = function() {
return this._tone;
}
Game_CharacterBase.prototype.setTone = function(tone) {
this._stop = false;
this._original_tone = this._tone.slice();
this._target_tone = tone;
}
Game_CharacterBase.prototype.removeTone = function() {
this._stop = true;
this.setTone([0,0,0,0]);
}
Game_CharacterBase.prototype.setFadeSpeed = function(fade_speed) {
this._fade_speed = (fade_speed >= 1) ? fade_speed : 1;
}
Game_CharacterBase.prototype.setFlicker = function(flicker) {
this._flicker = flicker;
this._tone = this._target_tone.slice();
this._original_tone = [0,0,0,0];
}
Game_CharacterBase.prototype.updateTone = function() {
if (this._tone == undefined)
return;
var over = 0;
for (var i = 0; i < 4; i++) {
if ((this._target_tone >= this._original_tone
&& this._tone >= this._target_tone)
|| (this._target_tone <= this._original_tone
&& this._tone <= this._target_tone)) {
over++;
}
}
if (over == 4) {
if (!this._flicker) {
this._tone = this._target_tone.slice();
} else {
// Flip the origin and target
var temp = this._target_tone;
this._target_tone = this._original_tone;
this._original_tone = temp;
}
if (this._stop) {
this._tone = [0,0,0,0];
this._original_tone = [0,0,0,0];
this._target_tone = [0,0,0,0];
this._stop = false;
}
} else {
var step = 1.0 / this._fade_speed;
for (var i = 0; i < 4; i++) {
var amount = (this._target_tone - this._original_tone) * step;
this._tone += amount;
}
}
}
// ===Alia Game_Event===
var old_Game_Event_initialize = Game_Event.prototype.initialize;
Game_Event.prototype.initialize = function(mapId, eventId) {
old_Game_Event_initialize.call(this, mapId, eventId);
var data_e = $dataMap.events[eventId];
var fade_speed = parseFloat(MVC.getProp(data_e.meta, 'cste_fade_speed'));
if (!Number.isNaN(fade_speed))
this.setFadeSpeed(fade_speed);
if (MVC.getProp(data_e.meta, 'cste_flicker') === 'true')
this._flicker = true;
else if (MVC.getProp(data_e.meta, 'cste_flicker') === 'false')
this._flicker = false;
// Load event notetag values
if (MVC.getProp(data_e.meta, 'cste_tone') != undefined) {
var temp = $.parseTone(MVC.getProp(data_e.meta, 'cste_tone'));
this.setTone(this._tone.slice());
}
this.loadComments();
}
Game_Event.prototype.searchComment = function(term) {
var comment = "";
if(!this.page())
return false;
var pagelist = this.page().list;
for (var cmd of pagelist) {
if(cmd.code == 108) comment += cmd.parameters[0] + "\n";
if(cmd.code == 408) comment += cmd.parameters[0] + "\n";
}
var temp = comment.split("<" + term);
if (temp.length > 1) {
temp = temp[1].split(">")[0];
if (temp.includes(":")) {
return temp.split(":")[1].trim();
} else {
return true;
}
} else {
return false;
}
return false;
}
var Old_Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings;
Game_Event.prototype.setupPageSettings = function() {
Old_Game_Event_setupPageSettings.call(this);
this.loadComments();
};
Game_Event.prototype.loadComments = function() {
var fade_speed = parseFloat(this.searchComment('cste_fade_speed'));
if (!Number.isNaN(fade_speed))
this.setFadeSpeed(fade_speed);
if (this.searchComment('cste_flicker') === 'true')
this._flicker = true;
else if (this.searchComment('cste_flicker') === 'false')
this._flicker = false;
if (this.searchComment('cste_tone') === true) {
this.setTone($.default_tone.slice());
} else if (this.searchComment('cste_tone')) {
var temp = $.parseTone(this.searchComment('cste_tone'));
if (temp)
this.setTone(temp);
} else {
this.setTone([0,0,0,0]);
}
}
// ===End Alia Game_Event===
// ===Game Interpreter prototype===
var old_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
old_Game_Interpreter_pluginCommand.call(this, command, args);
command = command.toLowerCase();
if(command === 'cs_te' && args[0]) {
var target = args[0].toLowerCase().trim();
switch (target) {
case 'follower':
case 'event':
var index = parseInt(args[1]);
var action = args[2].toLowerCase();
var option = args[3];
break;
case 'party':
case 'player':
case 'all_events':
var action = args[1].toLowerCase();
var option = args[2];
break;
}
switch (action) {
case 'apply_tint':
var tone = (option != undefined) ? $.parseTone(option) : $.default_tone;
tone = (tone) ? tone : $.default_tone;
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setTone(tone);
break;
case 'player':
$gamePlayer.setTone(tone);
break;
case 'party':
$gamePlayer.setTone(tone);
for (var f of $gamePlayer.followers()._data)
f.setTone(tone);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setTone(tone);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setTone(tone);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
case 'remove_tint':
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.removeTone();
break;
case 'player':
$gamePlayer.removeTone();
break;
case 'party':
$gamePlayer.removeTone();
for (var f of $gamePlayer.followers()._data)
f.removeTone();
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.removeTone();
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.removeTone();
else
throw "Remove Tint: Specified event doesn't exist."
}
break;
case 'fade_speed':
var speed = parseInt(option);
if (! Number.isInteger(speed))
throw "Fade Speed needs to be an integer.";
var speed = parseInt(option);
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setFadeSpeed(speed);
break;
case 'player':
$gamePlayer.setFadeSpeed(speed);
break;
case 'party':
$gamePlayer.setFadeSpeed(speed);
for (var f of $gamePlayer.followers()._data)
f.setFadeSpeed(speed);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setFadeSpeed(speed);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setFadeSpeed(speed);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
case 'flicker':
if (option === 'true')
option = true;
else
option = false;
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setFlicker(option);
break;
case 'player':
$gamePlayer.setFlicker(option);
break;
case 'party':
$gamePlayer.setFlicker(option);
for (var f of $gamePlayer.followers()._data)
f.setFlicker(option);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setFlicker(option);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setFlicker(option);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
}
}
}
// ===End Game Interpreter prototype===
})(CS_TintEvent);
* CityShrimp's Tint Event
* CS_TintEvent.js
* Version: 1.0.1
* Free for commercial and non commercial use.
*=============================================================================*/
/*:
* @plugindesc This plugin provides a way to tint events
*
* @author CityShrimp
*
* ===Parameter List===
*
* @param Default Tone
* @desc Default tone of the tint that is applied if no [tone] is specified
* @default 60, 60, 60, 0
*
* @param Fade Speed
* @desc Number of frames for tint to fade in and fade out again. 1 = Immediate
* @default 1
*
* @param Flicker
* @desc Whether tint will constantly fade in and out for all events and characters.
* @default false
*
* ===Event/Comment Notetag===
*
* <cste_tone [tone]>
* desc: Event will be tinted with the given tone. Example [tone]: 30,30,30,0. (No spaces allowed)
*
* <cste_fade_speed: (value)>
* desc: Number of frames for tint to fade in and fade out again. 0 = Constant tint
*
* <cste_flicker: (bool)>
* desc: When true, the event's tint will constantly fade in and out.
*
* Note: Event tag will overwrite any Comment tags
*
* ===Plugin Commands===
*
* cs_te <target> <command>
*
* <target>:
* - all_events: all events
* - event <id>: event with given id
* - player: player's character
* - follower <index>: follow with given index
* - party: entire player's party
*
* <command>:
* - apply_tint [tone]: Apply tint on the specified target.
* [tone] is optional. If none are specified, the default is used. Example [tone]: 30,30,30,0. (No spaces allowed)
* - remove_tint: Remove tint from specified target.
* - fade_speed <speed>: Set the fade speed on specified target.
* <speed> is required. It must be an integer that's >= 0. A fade_speed of 0 will cause tint to appear/remove instantly.
* - flicker <bool>: Set the flicker property for specified target.
* <bool> is required, can be true or false.
*
* Examples:
* cs_te all_event apply_tint
* This will apply default tint to all events
*
* cs_te event 1 apply_tint 60,0,0,0
* This will apply a red tint to event #1.
*
* cs_te player remove_tint
* This will remove tint from the player
*
* cs_te party fade_speed 30
* This will change the entire party's fade speed to 30 - meaning it will take 30 frames to apply or remove tint.
*
* cs_te follower 0 flicker true
* This will cause follower #1's tint to constantly fade in and out.
*
* @help
* ============================================================================
* Latest Version
* ============================================================================
*
* Get the latest version of this script on
* https://github.com/cityshrimp/rmmv_fow/blob/master/CS_TintEvent.js
*
*=============================================================================
*/
var Imported = Imported || {};
Imported['CS_TintEvent'] = "1.0.1";
var CS_TintEvent = CS_TintEvent || {};
// ===MVCommons Module (taken from SuperOrangeMovementEX) ===
if (Imported['MVCommons'] === undefined) {
var MVC = MVC || {};
(function($) {
$.getProp = function(meta, propName) {
if (meta === undefined)
return undefined;
if (meta[propName] !== undefined)
if (typeof meta[propName] === 'string')
return meta[propName].trim();
else
return meta[propName];
for (var key in meta) {
if (key.toLowerCase() == propName.toLowerCase()) {
return meta[key].trim();
}
}
return undefined;
};
})(MVC);
Number.prototype.fix = function() {return (parseFloat(this.toPrecision(12)));};
Number.prototype.floor = function() {return Math.floor(this.fix());};
Number.prototype.ceil = function() {return Math.ceil(this.fix());};
Number.prototype.abs = function() {return Math.abs(this);};
}
// ===End SuperOrangeMovementEX's MVCommons Module===
(function($) {
"use strict";
$.parseTone = function(tone) {
var tone_array = tone.split(',');
if (tone_array.length != 4)
return false;
for (var i = 0; i < tone_array.length; i++) {
tone_array = parseFloat(tone_array.trim());
if (Number.isNaN(tone_array))
return false;
}
return tone_array;
}
// Load parameters
$.parameters = PluginManager.parameters("CS_TintEvent") || {};
var temp = $.parseTone($.parameters['Default Tone']);
$.default_tone = (temp) ? temp : [0,0,0,0];
$.fade_speed = Number($.parameters['Fade Speed'] || 0);
$.flicker = ($.parameters['Flicker'] === 'true') ? true : false;
// ===Alias Sprite_Character===
var old_Sprite_Character_update = Sprite_Character.prototype.update;
Sprite_Character.prototype.update = function() {
old_Sprite_Character_update.call(this);
this.updateTone();
};
Sprite_Character.prototype.updateTone = function() {
if (this._character.tone()) {
this.setColorTone(this._character.tone());
} else {
this.setColorTone([0, 0, 0, 0]);
}
};
// ===Alias Game_CharacterBase===
var old_Game_CharacterBase_initialize = Game_CharacterBase.prototype.initialize;
Game_CharacterBase.prototype.initialize = function() {
old_Game_CharacterBase_initialize.call(this);
// Load default values
this._tone = [0, 0, 0, 0];
this._target_tone = [0, 0, 0, 0];
this._original_tone = [0, 0, 0, 0];
this._fade_speed = $.fade_speed;
this._flicker = $.flicker;
this._stop = false;
};
var old_Game_CharacterBase_update = Game_CharacterBase.prototype.update;
Game_CharacterBase.prototype.update = function() {
old_Game_CharacterBase_update.call(this);
this.updateTone();
};
Game_CharacterBase.prototype.tone = function() {
return this._tone;
}
Game_CharacterBase.prototype.setTone = function(tone) {
this._stop = false;
this._original_tone = this._tone.slice();
this._target_tone = tone;
}
Game_CharacterBase.prototype.removeTone = function() {
this._stop = true;
this.setTone([0,0,0,0]);
}
Game_CharacterBase.prototype.setFadeSpeed = function(fade_speed) {
this._fade_speed = (fade_speed >= 1) ? fade_speed : 1;
}
Game_CharacterBase.prototype.setFlicker = function(flicker) {
this._flicker = flicker;
this._tone = this._target_tone.slice();
this._original_tone = [0,0,0,0];
}
Game_CharacterBase.prototype.updateTone = function() {
if (this._tone == undefined)
return;
var over = 0;
for (var i = 0; i < 4; i++) {
if ((this._target_tone >= this._original_tone
&& this._tone >= this._target_tone)
|| (this._target_tone <= this._original_tone
&& this._tone <= this._target_tone)) {
over++;
}
}
if (over == 4) {
if (!this._flicker) {
this._tone = this._target_tone.slice();
} else {
// Flip the origin and target
var temp = this._target_tone;
this._target_tone = this._original_tone;
this._original_tone = temp;
}
if (this._stop) {
this._tone = [0,0,0,0];
this._original_tone = [0,0,0,0];
this._target_tone = [0,0,0,0];
this._stop = false;
}
} else {
var step = 1.0 / this._fade_speed;
for (var i = 0; i < 4; i++) {
var amount = (this._target_tone - this._original_tone) * step;
this._tone += amount;
}
}
}
// ===Alia Game_Event===
var old_Game_Event_initialize = Game_Event.prototype.initialize;
Game_Event.prototype.initialize = function(mapId, eventId) {
old_Game_Event_initialize.call(this, mapId, eventId);
var data_e = $dataMap.events[eventId];
var fade_speed = parseFloat(MVC.getProp(data_e.meta, 'cste_fade_speed'));
if (!Number.isNaN(fade_speed))
this.setFadeSpeed(fade_speed);
if (MVC.getProp(data_e.meta, 'cste_flicker') === 'true')
this._flicker = true;
else if (MVC.getProp(data_e.meta, 'cste_flicker') === 'false')
this._flicker = false;
// Load event notetag values
if (MVC.getProp(data_e.meta, 'cste_tone') != undefined) {
var temp = $.parseTone(MVC.getProp(data_e.meta, 'cste_tone'));
this.setTone(this._tone.slice());
}
this.loadComments();
}
Game_Event.prototype.searchComment = function(term) {
var comment = "";
if(!this.page())
return false;
var pagelist = this.page().list;
for (var cmd of pagelist) {
if(cmd.code == 108) comment += cmd.parameters[0] + "\n";
if(cmd.code == 408) comment += cmd.parameters[0] + "\n";
}
var temp = comment.split("<" + term);
if (temp.length > 1) {
temp = temp[1].split(">")[0];
if (temp.includes(":")) {
return temp.split(":")[1].trim();
} else {
return true;
}
} else {
return false;
}
return false;
}
var Old_Game_Event_setupPageSettings = Game_Event.prototype.setupPageSettings;
Game_Event.prototype.setupPageSettings = function() {
Old_Game_Event_setupPageSettings.call(this);
this.loadComments();
};
Game_Event.prototype.loadComments = function() {
var fade_speed = parseFloat(this.searchComment('cste_fade_speed'));
if (!Number.isNaN(fade_speed))
this.setFadeSpeed(fade_speed);
if (this.searchComment('cste_flicker') === 'true')
this._flicker = true;
else if (this.searchComment('cste_flicker') === 'false')
this._flicker = false;
if (this.searchComment('cste_tone') === true) {
this.setTone($.default_tone.slice());
} else if (this.searchComment('cste_tone')) {
var temp = $.parseTone(this.searchComment('cste_tone'));
if (temp)
this.setTone(temp);
} else {
this.setTone([0,0,0,0]);
}
}
// ===End Alia Game_Event===
// ===Game Interpreter prototype===
var old_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
old_Game_Interpreter_pluginCommand.call(this, command, args);
command = command.toLowerCase();
if(command === 'cs_te' && args[0]) {
var target = args[0].toLowerCase().trim();
switch (target) {
case 'follower':
case 'event':
var index = parseInt(args[1]);
var action = args[2].toLowerCase();
var option = args[3];
break;
case 'party':
case 'player':
case 'all_events':
var action = args[1].toLowerCase();
var option = args[2];
break;
}
switch (action) {
case 'apply_tint':
var tone = (option != undefined) ? $.parseTone(option) : $.default_tone;
tone = (tone) ? tone : $.default_tone;
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setTone(tone);
break;
case 'player':
$gamePlayer.setTone(tone);
break;
case 'party':
$gamePlayer.setTone(tone);
for (var f of $gamePlayer.followers()._data)
f.setTone(tone);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setTone(tone);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setTone(tone);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
case 'remove_tint':
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.removeTone();
break;
case 'player':
$gamePlayer.removeTone();
break;
case 'party':
$gamePlayer.removeTone();
for (var f of $gamePlayer.followers()._data)
f.removeTone();
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.removeTone();
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.removeTone();
else
throw "Remove Tint: Specified event doesn't exist."
}
break;
case 'fade_speed':
var speed = parseInt(option);
if (! Number.isInteger(speed))
throw "Fade Speed needs to be an integer.";
var speed = parseInt(option);
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setFadeSpeed(speed);
break;
case 'player':
$gamePlayer.setFadeSpeed(speed);
break;
case 'party':
$gamePlayer.setFadeSpeed(speed);
for (var f of $gamePlayer.followers()._data)
f.setFadeSpeed(speed);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setFadeSpeed(speed);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setFadeSpeed(speed);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
case 'flicker':
if (option === 'true')
option = true;
else
option = false;
switch (target) {
case 'all_events':
for (var event of $gameMap.events())
event.setFlicker(option);
break;
case 'player':
$gamePlayer.setFlicker(option);
break;
case 'party':
$gamePlayer.setFlicker(option);
for (var f of $gamePlayer.followers()._data)
f.setFlicker(option);
break;
case 'follower':
var f = $gamePlayer.followers().follower(index);
if (f != undefined)
f.setFlicker(option);
break;
default:
var event = $gameMap.event(index);
if (event != undefined)
event.setFlicker(option);
else
throw "Apply Tint: Specified event doesn't exist."
}
break;
}
}
}
// ===End Game Interpreter prototype===
})(CS_TintEvent);
Credit and Thanks
CityShrimp
The MV Secret Team - for MVC script
Notes and Limitations
- Event tint applied via Plugin Commands will persist after save/load, but will not persist if map changes.
- Player and followers tint will always persist.
Last edited by a moderator: