Duplicate and Auto-Untint Events v1.00

Engr. Adiktuzmiko

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-Overview-
 
So basically, this script allows you to:
- Duplicate Events
- Put those dup events on top of each other
- Make events not affected by screen tints (via it's name)
- Make dup events not affected by screen tints (via the dup set-up)
- Automatically change if character types (players,events,vehicles) are affected by tint or not via regions
 
-Screenshot-
 

 
Events unaffected by tinting on the screenie:
 
Fire (via dup set-up)
Scholar (via regions)
Fountain, lights and lamp-posts (via naming)
*The right lamp-post was purposely made that way for comparison
 
Also, if you will notice, there is a tree and another character behind the fire. This three level super-positioning was made via the duplicate function.
 
Now, the scholar went out of the light and the sailor went in
 

 
- Script - 
 
http:// http://lescripts.wordpress.com/rgss3/duplicate-and-auto-untint-events-v1-00/
 
- Notes - 
 
Make sure you read the header of the script for information on how to use and important notes

I just realized that you can actually use floats (decimals) on the X/Y to put the events in a location that is not possible normally (like in between two tiles)

http://forums.rpgmakerweb.com/index.php?/topic/19770-duplicate-and-auto-untint-events-v100/#entry190014


If a map has a duplicate event call, you would need to always do it whenever you go to that map because the duplicated event won't be saved when you leave the map...
 
Enjoy!

 
- Known Issues -
 
Q: I tried to use the untint region around a tree and the character is now always above the tree
A: http://forums.rpgmakerweb.com/index.php?/topic/19770-duplicate-and-auto-untint-events-v100/#entry189062
 Basically if you want objects from Tile B-E to be untinted, make them via events and place them on the untint regions, and it should work fine.
 For ground tiles, there's no way for me to do it as of now since it doesn't seem like the tilemap allows redrawing of specific tiles. 
 
Q: My dup events work weird when triggered
A: If you read the header, I stated there that the dup is meant to be used only for decorative events for now until I find out why it bugs when the events are triggered
 
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TheoAllen

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I've tried to script this before and you got the same problem with mine

 
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That problem is related to priority... Cwinter script has exactly the same problem.

Excuse me for my bad English..
 

Engr. Adiktuzmiko

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I've tried to script this before and you got the same problem with mine
Of course it will.. But you can use the other features of this to counter that...


Did you placed region 1 around the tree? if yes, then you can simply put a tree event/s there, set priority to above characters and the auto-untint should work on it and fix your problem...


or just make an event with the tree graphic somewhere, duplicate it (using the dup system) to those tiles setting them to at least view 2 with z > 1 or put them to view 3


Of course both would make the tree untinted too, but the whole premise of the untinting regions is that it is a lighted region, so the tree should be untinted anyway... and if you used the second method, then it means you explicitly want it not to be affected by tints...


take a look at this, done using the 1st method...


AutoUntint3.PNG
 
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Engr. Adiktuzmiko

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I just realized that you can actually use floats (decimals) on the X/Y to put the events in a location that is not possible normally (like in between two tiles)


Take a look at the screenshot, I placed the girl in between the trees and the guard in between the tile where the player is and the left tile


Duppp.PNG
 
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