Vlue

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Apparently there is not! Couldn't tell you why I did that, but it certainly did cause problems, like if you went to the menu and back, got that fixed up in the pastebin~
 

Bluevvorld

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Wow Vlue! this script is so awesome ! i cant describe with words ! 
 

Imagine

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Thanks alot! well done this script is awesome! :)
 

sokita

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this script is amazing! I can't believe I can get "pathfinder" thingy by editing random_region method a bit, only!
 

Nosleinad

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Man, i always laugh of Vlue posts. Thanks a lot for the script AND for the humour!!!

Tip: Loved the fine tuned lineup screenshot.
 

Mako

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Posed on the other forum, but I don't know why this is happening... for some reason my events wait for input to spring into place. I've removed all scripts any idea whats the issue? I can give whatever is needed. 
 

Xeyla

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Thank you for such a wonderful script! I will enjoy using it in my game, everything looks more natural now.
 

allfenom

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i know this is necropost, but is there any way to make the events rotate without moving from his cell?
 

RyanYe

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hi I am new here
I want to ask what is "place script in"? in where?
and i am now using MV, is this script compatible with MV? much thx!!
 

Roninator2

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i am now using MV
Welcome. You have a lot of learn.

First point you should know is that you have posted this question in a RGSS thread.
RPG maker XP, VX and VX Ace use RGSS. MV and MZ use Java.
All of the scripts will not work for MV. MV uses Plugins.
 

RedRose190

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SADLY this is not compatible with Galv's Character Effects...
does anyone have a solution please??
 

RedRose190

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Have a solution to what? what is the incompatibility issue?
This is my game with galv's character effects and without Fine Tuning Script (normal)
1211.png
This is my game with galv's character effects and with Fine Tuning Script (bug?)
2222.png
 

RedRose190

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So it's doing a mirror effect instead of shadow. Is the fine tuning script above galv's character effect script?
Also it disables the original mirror effect completely. I can't turn the mirror effect on. And yeah it turns the shadows into mirror effect as you said..

The fine tuning script is below galv's character effect
i tried to place it above but nothing is changing
 

Roninator2

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Just took a look. Vlue fine tuning line 397 - comment it out. # blend_update
Don't know if that will cause issues later, but it works. The blend was adding other effects on top of the shadow, or changing them, whatever.
First look at the mirror and it is reversing for the player and followers. I'll see if there is something I can do.
quick edit - mirror_update (the previous line) comment that out.
quick edit - rotate_update - comment that out. issues with reflections
 
Last edited:

RedRose190

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Ok! i found solution (at least for my project) To make this script compatible with Galv's Character Effects. With a little "cost"..

To make the Galv's Character Effects reflections to work while i had the Vlue's Eventing Tuning Script, i had to edit the Fine Tuning v3.1 (the script in demo version) because i tried with the new (v3.2) but i could not fix anything.. So i removed the mirror effect and the rotate (angle) effect "lines" and for the Galv's Character Effects shadows to work i had to remove the blend(color) effect from the current script (Vlue's Eventing Tuning Script)
By that it means the Vlue's Eventing Tuning Script: Mirroring,Rotating and blending effect will not work. That's the little "cost".

I don't know if i am allowed to release/post the script with my edit here but i will and
if Vlue wants me to edit this post and delete it i will do it right away !!!

So if anyone wants
Vlue's Eventing Tuning Script to be some compatible with Galv's Character Effects put this script above main and replace the original script.
## Eventing: Fine Tuning v3.1 ##
# Fine tune the x-y position, zoom, rotation, hue, as well as mirror and
# flash event's sprites!
#
# Usage: All script calls are made with set move route
# offset(x,y) within set move route x and y are equal to
# the number of pixels to be offset
#
# set_zoom(zoom) where zoom is a number
#
#
#
# blend(color) where color is a color object
# -> Color.new(red,blue,green,alpha)
#
#
#
# flash(color,duration) where color is a color object and duration
# is the length of the flash
#
# slide(x, y) offsets the sprite, but moves them to the
# position instead of transfering
#
# waypoint(x,y) will cause the character to head towards the
# specified point. Next command starts after
# point is reached.
#
# moveto(x,y) Not actually a new command, but one that is
# nice to know, transfers event to specified
# point.
#
# New Commands:
# @shakechar has been changed to offset
# @zoom has been changed to set_zoom
# (The old commands will still work)
#
# fadein Fades the character to 255 opacity based
# fadein(duration) on duration. Default of 10 frames.
#
# fadeout Fades the character to 0 opacity based
# fadeout(duration) on duration. Default of 10 frames.
#
# shake Shakes the sprite, default duration of 30
# shake(duration) frames.
#
# random Moves the character to a random location
# random(width,height) on the map. Can specify maximum range.
#
# random_region(id) Moves the character to a random location on
# random_region(id,w,h) the map with the same region. Can specify
# maximum range.
#
# self_switch("letter",value) Sets the self switch of the event. Letter is
# "A" to "D", value is true or false.
#
# balloon(id) Plays the specific balloon animation on the
# char
#
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# posted on the thread for the script
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#
#- Free to use in any project with credit given,
#-- donations always welcome via paypal!

class Game_CharacterBase
alias shake_init_public_members init_public_members
alias shake_update update

attr_accessor :zoom
attr_accessor :flash_on
attr_accessor :flash_color
attr_accessor :flash_time
attr_accessor :angle
attr_accessor :need_rotate

def init_public_members
shake_init_public_members
reset_event_details
end
def reset_event_details
@shakechar = [false, 0, 0]
@zoom = 1
@flash_on = false
@flash_color = Color.new(0,0,0,0)
@flash_duration = 0
@angle = 0
@total_angle = 0
@need_rotate = false
@Fade = @opacity
@fade_time = 0
@shake_time = 0
@shake_direction = 0
end
def offset(x,y); @shakechar = [true, x, y]; end
def reset
reset_event_details
rotate(@total_angle*-1)
end
def set_zoom(size); @zoom = size; end
def flash(color,duration)
@flash_color = color
@flash_time = duration
@flash_on = true
end
def rotate(angle)
@total_angle += angle
@angle = angle
@need_rotate = true
end
def rotateoff; @need_rotate = false; end
def flashoff; @flash_on = false; end
def blend(color); @blend_color = color; end
def screen_x
if @shakechar[0] == false || @shakechar[1] == nil then
$game_map.adjust_x(@real_x) * 32 + 16 else
$game_map.adjust_x(@real_x) * 32 + 16 + @shakechar[1] end
end
def screen_y
if @shakechar[0] == false || @shakechar[2] == nil then
$game_map.adjust_y(@real_y) * 32 + 32 - shift_y - jump_height else
$game_map.adjust_y(@real_y) * 32 + 32 - shift_y - jump_height + @shakechar[2] end
end
def slide(x, y)
@next_x = x + @shakechar[1]
@next_y = y + @shakechar[2]
@step_anime = true
@shakechar[0] = true
@sliding = true
end
def fadein(time = 10)
@fade_time = time
@Fade = 255
end
def fadeout(time = 10)
@fade_time = time
@Fade = 0
end
def shake(time = 30)
@shakechar[0] = true
@shake_time = time
end
def random(rect_x = 250, rect_y = 250)
tiles = []
tiles = tile_array(rect_x,rect_y)
tiles = tiles.compact
return if tiles.empty?
tile = rand(tiles.size)
moveto(tiles[tile][0],tiles[tile][1])
end
def random_region(id, rect_x = 250, rect_y = 250)
tiles = tile_array(rect_x,rect_y)
tiles.each_index do |i|
next if tiles.nil?
erase = false
erase = true unless $game_map.region_id(tiles[0], tiles[1]) == id
tiles = nil if erase
end
tiles = tiles.compact
return if tiles.empty?
tile = rand(tiles.size)
moveto(tiles[tile][0],tiles[tile][1])
end
def tile_array(rect_x,rect_y)
tiles = [];nx = 0;ny = 0
($game_map.width * $game_map.height).times do |i|
tiles.push([nx,ny])
nx += 1
if nx == $game_map.width
nx = 0
ny += 1
end
end
tiles.each_index do |i|
erase = false
erase = true if tiles[0] == $game_player.x && tiles[1] == $game_player.y
erase = true if tiles[0] == x && tiles[1] == y
erase = true if tiles[0] > x + rect_x || tiles[0] < x - rect_x
erase = true if tiles[1] > y + rect_y || tiles[1] < y - rect_y
erase = true if !$game_map.check_passage(tiles[0], tiles[1], 0x0f)
tiles = nil if erase
end
return tiles
end
def self_switch(symbol, boolean)
return if !self.is_a?(Game_Event)
key = [$game_map.map_id, self.event.id, symbol]
$game_self_switches[key] = boolean
end
def balloon(id)
@balloon_id = id
end
def update
shake_update
update_sliding if @sliding
update_fading if @opacity != @Fade && @fade_time > 0
update_shake if @shake_time > 0
end
def update_fading
@opacity += (255 / @fade_time) if @Fade > @opacity
@opacity -= (255 / @fade_time) if @Fade < @opacity
@opacity = 0 if @opacity < 0; @opacity = 255 if @opacity > 255
@fade_time = 0 if @opacity == 0 || @opacity == 255
end
def update_sliding
@shakechar[1] += 0.5 if @next_x > @shakechar[1]
@shakechar[1] -= 0.5 if @next_x < @shakechar[1]
@shakechar[2] += 0.5 if @next_y > @shakechar[2]
@shakechar[2] -= 0.5 if @next_y < @shakechar[2]
return unless @shakechar[1] == @next_x
return unless @shakechar[2] == @next_y
@sliding = false
@step_anime = false
end
def update_shake
@shake_time -= 1
@shakechar[2] += 1 if @shake_direction == 0
@shakechar[2] -= 1 if @shake_direction == 1
if @shake_time % 3 == 0
@shake_direction += 1
@shake_direction = 0 if @shake_direction > 1
end
end
end

class Game_Character
alias eft_init_private_members init_private_members
def init_private_members
eft_init_private_members
@waypoint = [-1,-1]
end
def update_routine_move
if @wait_count > 0
@wait_count -= 1
else
@move_succeed = true
command = @move_route.list[@move_route_index]
if command
if @waypoint[0] != -1
process_waypoint_command
advance_waypoint_route_index
else
process_move_command(command)
advance_move_route_index
end
end
end
end
def process_waypoint_command
sx = distance_x_from(@waypoint[0])
sy = distance_y_from(@waypoint[1])
if sx.abs > sy.abs
move_straight(sx > 0 ? 4 : 6)
move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0
end
@waypoint = [-1,-1] if !@move_succeed && @move_route.skippable
end
def advance_waypoint_route_index
return unless @x == @waypoint[0]
return unless @y == @waypoint[1]
@waypoint = [-1,-1]
end
def waypoint(x,y); @waypoint = [x,y]; end
end

class Sprite_Character
alias eventfp_update update
def update
eventfp_update
zoom_update
rotate_update if @character.need_rotate
flash_update if @character.flash_on
end
def blend_update; self.color = @character.blend_color; end
def zoom_update
self.zoom_y = @character.zoom
self.zoom_x = @character.zoom
end
def flash_update
flash(@character.flash_color,@character.flash_time)
@character.flashoff
end
def rotate_update
self.angle = @character.angle
@character.rotateoff
end
end
 

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KenKrath wrote on RPGMakerWeb's profile.
Nevermind.
I found a book about game localization. It costs R$708,00 on Amazon. ;_;
I really wish my game was far enough along for it to be actually playable beyond certain aspects. I think I've crafted a really fun battle system thanks to ATB, fighting game, and Boost point mechanics.
Play test of my current progress on Happy Camper

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