Enhanced Camera. Make awesome cutscenes!

♥SOURCE♥

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Hello! That is normal; the methods are meant to be used from the Script event command (not the route command).

If more people would find useful to use certain commands from Set Move Route's script command, I'll add it.
 

Raythalos

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Hello! That is normal; the methods are meant to be used from the Script event command (not the route command).

If more people would find useful to use certain commands from Set Move Route's script command, I'll add it.
Ah, I see! I guess got a little thrown off from seeing the instructions say 0 uses the calling event.

Thanks for clearing it up!
 

Barduck

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This script is awesome, I really want to use it in my game. Unfortunately isn't compatible with the Map Scroll Glitch Fix... I attach some screenshots:

with Enchanced Camera and Map Scroll Glitch Fix:



without Enchanced Camera (Map Scroll Glitch Fix works fine):



Can you make it compatible?
 

Inmento Riku

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This script sounds amazing. I'm going to test it out and see if it works with my cutscene.

I also decided to check out your site and it said that if it wished to be used it must be in a visible part of the game.

I was thinking of doing a double opening credits (One with all the Script X is owned by X or something along those lines)

As well as the ending credits.

Would the above work as visible in the game?
 

Zero-Kun147

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This is an amazing script, but it messes up animations like mentioned in a post and it messes up bubble messages as well. I tried setting the value to 1 for default, but it still has a slight movement. Is there any way to completely stop the declaration value? I know I could just use a call script to centralize the camera each time before a bubble message pops up, but that would take quite longer, since I have to do it for every NPC and page.
 

RaZzi

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Is there a script call to alter this in-game? I'd like to change the normal value when the player uses airship and when I exits the airship, the value would return to normal.
 

Kes

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By 'normal value' do you mean the deceleration value?

If so, it is:

ms_pro_cam_str(x)

 

where (x) is the value you want it to have.  When I'm doing things like that, I add an additional command

 

ms_pro_cam_wait_for_scrolling

 

This makes sure the command has been executed before the next command in the event is acted upon.  It isn't always necessary, but I tend to take a precautionary approach for many things.
 

RaZzi

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Great! Now how I add that in the script editor to game_vehicle in def get_on and def get_off? I would like to have the deceleration value be something like 7 when using airship and reset it back to normal when not in a vehicle.
 

Kes

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I have no idea.  That script call is for use in an event.  

So why not use it in the event where your player enters the airship?

In an event, the script call would be 

ms_pro_cam_str(7)
 

RaZzi

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I have no idea.  That script call is for use in an event.  

So why not use it in the event where your player enters the airship?

In an event, the script call would be 

ms_pro_cam_str(7)
What about when you land? And the regular airship event can't be touched. Hence the reason for trying to code it straight to the script.
 

Kes

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I could be wrong, but isn't there a script which allows airships to trigger events?  I can't remember the details, though, nor who wrote it, which probably isn't much help.  But I'm sure something like that exists.  Perhaps it's on the Master Script List?
 

RaZzi

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I could be wrong, but isn't there a script which allows airships to trigger events?  I can't remember the details, though, nor who wrote it, which probably isn't much help.  But I'm sure something like that exists.  Perhaps it's on the Master Script List?
Yes there is but then again I'd have to have parallel process which constantly checks if the player is in the airship as I don't want to flood all the possible landing locations/lifting locations (= all the land) with events that check if the player is not on the airship/on the airship and then changes the camera value to the prefered one.

Coding it straight to game_vehicle is a much better choice because it has get_on and get_off definitions.
 
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ShinGamix

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Does the Map Glitch fix always mess up the Enhanced Camera Script??
 

Sixth

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Great! Now how I add that in the script editor to game_vehicle in def get_on and def get_off? I would like to have the deceleration value be something like 7 when using airship and reset it back to normal when not in a vehicle.
You can use this:
$game_map.ms_ecam_str = valueChange the value to the deceleration value you want.
Make sure to use a float value and not an integer one. So, don't simply put 1 or 2 in it, but 1.0 or 2.0.
 

tevak

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Is there any way to make this more compatible with pixelmovement scripts? I'm using victor saint's pixelmovement and whenever I dash it stops following the player and then jumps abruptly as soon as a non-dash movement is made.
 

Sixth

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I am finally using this for real in my project, it is working great so far!


One thing you forgot to mention in the description of the script calls thou...


No manual camera scrolling will be performed if the deceleration value is set to 1 by default.


So, before you start the camera scrolling, you must set the deceleration value to something higher than 1, and use the scroll camera script call only after that, then after the scrolling has been finished, you can reset the scrolling back to 1 if needed.


I'm using this for smoother manual camera movements only for now, since the built-in methods for camera movements are... lame, to say the least, and I was wondering why the camera won't move in my cut-scenes for a good few minutes. :D
 

ShinGamix

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@Source Just to let you know i fixed the issues with your script I was having.
 

Gauze

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I add a sunbeam in my map using parallax features, and when i move away the sunbeam dont follow the Camera, Can this plugin fix that Problem and make the sunbeam follow the Camera? :barf:

Background borders.png

Sunbeam and camera ditached.png
 

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