Event Highlighting

S_Rank_Crazy

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Because... Why not?


Event Highlighting



Provides a nice little fading effect to draw attention to an event sprite, or all of them, or a group, whatever...


Features


* Show a fading colour over an event sprite to make it stand out!
* Specify colours for the highlight of an event
* Group events in order to highlight related events


* Give groups their own overriding colour and/or duration
* Use frames or seconds to manage the duration


Screenshots

highligh.png


highlight_disable.png


highlight_group.png



Version 1.1


* Added support for save-state


Version 1.2


* Added support for allocating a colour for a group


Version 1.3
* Deprecated plugin command "SRCrazy_EventHighlight highlight"
  - Officially deprecated but still supported, may be removed in the future
  - Should now use "SRCrazy_EventHighlight event" instead, or shorthand
 * Updated documentation
 * Groups can now be defined with their own duration overrides


DisclaimerThis requires my SRCrazy_Core plugin to work which is bundled in with the plugin source file.


Terms Of UseFree for commercial and non-commercial use. No credit need be given, but always appreciated .Download


Source


I came up with this as a way to highlight objects on the map corresponding to a specific skill. Special shout outs to @Exhydra and @Vox Novus for pointing me in the right direction.
 
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Vox Novus

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Very cool that you whipped this up! This will be really handy in games, I'll probably take a look at this when I start working in MV. 
 

Ossra

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Nice work! Although there are a few issues which need to be pointed out and addressed. Remember to set up '_highlightables' to be saved and restored. Place the object somewhere that will be dumped to the save file ($gameMap, $gameScreen, or even create your own global variable). The 'setupEvents' function in 'Game_Map' is not called when the player is loading a saved game, nor is 'setupPage' in 'Game_Event' (at least until the current page is changed). Therefore the object is never created and the plugin will crash during the load process.


Also sprites should be considered volatile and should not be tucked within '_highlightables'. Especially if you aim to have the object saved and restored. Sprites cannot be stringify'd by JSON, and will generate an error whenever the player goes to save a game. 


Also there is a double semi-colon on line 257.  ;o


Aside from all of that, good job! I ran into similar issues myself when I started creating plugins.
 

S_Rank_Crazy

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Nice work! Although there are a few issues which need to be pointed out and addressed. Remember to set up '_highlightables' to be saved and restored. Place the object somewhere that will be dumped to the save file ($gameMap, $gameScreen, or even create your own global variable). The 'setupEvents' function in 'Game_Map' is not called when the player is loading a saved game, nor is 'setupPage' in 'Game_Event' (at least until the current page is changed). Therefore the object is never created and the plugin will crash during the load process.


For the random plugins I've put together I've never once looked in to the save-state mechanism. I had assumed that map still initializes as normal, good to know these things though :)  I guess for this to work I'll need to reconfigure some bits. I'll be back!


EDIT: All done. Thanks @Exhydra, that's the most constructive feedback I've had, really helped.
 
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Krimer

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Thanks for plugin.


Can you add to this event mouse hover highlighting?


I mean when mouse hovers event with specific comment tag it will trigger highlighting until mouse leave event area.


It will be cool feature for custom menu.
 

S_Rank_Crazy

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@Krimer I'll look in to it for you. Might make it an extension rather than build it in to this one. As could get a bit messy in the code.
 

styx92

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Where i can adjust the duration?


I can't see anything in the helpfile, but you write that i can use frames for it?

Anyway, good plugin. I needed it =)
 

S_Rank_Crazy

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Where i can adjust the duration?


I can't see anything in the helpfile, but you write that i can use frames for it?

Anyway, good plugin. I needed it =)


Thanks. Glad you've found it helpful. It uses frame counting by default. In the Plugin Manager you set the Duration variable to the number of frames it should take.
 

styx92

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oh sorry :D A noob mistake, i thought it is in the plugincommand or comment xD


Thank you =)
 

styx92

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Me again xD


Would it be possible to make a plugin command to change the duration? Or "group A" = duration 90 frames and "group B" = 10 Frames?


I need some highlighting very long, but at others looks it wierd, if the chest is so long in an other colour :rock-left:
 

S_Rank_Crazy

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Sorry for the hiatus y'all, had some things going on lately AND my internet was out for like a month! I'll have a bit more time after work now so hoping to get around to some feature requests for my plugins. I'll keep you posted.
 

S_Rank_Crazy

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Sorry for the double post but figured it's been a couple of weeks and just wanted to make sure people knew there was an update. @styx92 I've added the duration override at group-level, updated the documentation :)
 

styx92

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thanks! Thats really great =) I will test it now.

EDIT:
Could it be possible to add some features of this plugin?
Maybe the constant tint ?





Your scripts dont work together :(
 
 
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styx92

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thanks! Thats really great =) I will test it now.

EDIT:
Could it be possible to add some features of this plugin?
Maybe the constant tint ?





Your scripts dont work together :(
@S_Rank_Crazy Forget the last comment.

The script dont work with update 3.1.4. anymore :(
 

S_Rank_Crazy

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@S_Rank_Crazy Forget the last comment.

The script dont work with update 3.1.4. anymore :(
Hey, been away from the scene for a while (life just keeps happening, ugh). Seems to be working for me man. If you open the console (F8 after you start test-play) are you seeing errors? My test project is pretty barren so I'm not sure if it's definitely my code (though wouldn't surprise me). Currently running v1.3.5 of RM, I assume "3.1.4" was a typo?

RE: Compatibility. Yea, that's totally my bad. Kinda developed all my scripts in isolation of each other while trying to learn the JS engine and JS in general. Just started a new job so not sure if I'll get much time to throw at my plugins but will do my best where bugs arise.
 

styx92

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Sorry...its my fault...
I have to search better before i post. It works. Im very sorry :(
And yes i mean 1.3.4. xD not 3.1.4 ^^
 

Dizzledorfs

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Source link says it does not exist. :(
 

The Stranger

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This actually looks pretty handy. I know some might see it as hand holding, but I've always enjoyed little things like this in games - especially if they're used to highlight containers or important interactable items.
 

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