- Joined
- May 15, 2012
- Messages
- 14,682
- Reaction score
- 3,003
- First Language
- Tagalog
- Primarily Uses
- RMVXA
-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
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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