Global Palette Swaps

NPH

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Heya, I'm looking for a palette swap script (sort of like Copern's Bitmap Color Functions)--but one that applies to everything on the screen! Tilesets, charsets, facesets, pictures, etc. My art assets are grayscale, 4 colors including #ffffff white and #00000 black. What I'd like to do is be able to independantly change the other two colors in the palette so I can shift palettes from map to map or dynamically (think how Pokemon Yellow shifts palettes between routes and towns) with a script/event call, without making tens or possibly even hundereds of duplicates of my tilesets/facesets/charsets/etc.

I'm not sure how possible this is, but I figured I'd at least throw out a request to see how possible it was before I gave up. ty!
 

NPH

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Thanks for the response! I was looking for something more precise than tinting though, like actually being able to manipulate the individual hex colors. So, for example, all instances of #a8a8a8 could be changed to #28ce6a and all instances of #606060 to #f20c0c. This way the colors could be manipulated without both of them having to be the same hue/shade or tinting the other colors in the palette.

Might be able to use that sweet Map Tiles Hue Slide script in a pinch though if plan A isn't feasible.
 

MeowFace

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Just noticed that you want it to tint everything on screen.

That require a different approach but do-able.

Since your pictures are gray scaled/mono hue will not work. It will definitely require a tint to work.

The eventing tinting only works on map scene if i remember right, the windows and menu scenes will not work. But it should work for battle backs and battlers by default.

So.. If i get you right, what you want is to have the tint works on the windows and menus too. Is that correct?
 

NPH

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Yes, the ideal would be for the recoloring script to work on windows and menus as well. If that's fundamentally not feasible I can deal, changing the tilesets and the events/charasets is more important.

I've experimented tinging the screen with an event, but it didn't quite work out for what I need as I tried to explain in my previous post.

Let's say that my game looks something like this without scripts or events (it's just a 3 second mockup for the sake of explaining, don't pay it too much attention):



Tinting the screen with an event produces something like this:



But I'm looking to hopefully do something more like this:



I hope that clears up what I'm asking for a bit.
 

MeowFace

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The default tint will not work on individual tiles as it's working based on game_screen.

You will require another script like tile highlight to do what you want i guess.

http://forums.rpgmakerweb.com/index.php?/topic/8115-tile-highlight/

As for the rest of the screen (eg, face, window, etc), try this script:

#==============================================================================# ■ Meow Face Force Tint#------------------------------------------------------------------------------# Use This Script Call to Tint:##   force_tint(R,G,B,T)##   R/G/B = Red/Green/Blue (-255 to 255)#   T = Gray Tone (0 to 255)##==============================================================================module MEOWFORCETINT #DO NOT REMOVE!!#==============================================================================# Settings Area#==============================================================================  DEFAULT_RED = 0 #(-255 to 255)  DEFAULT_GREEN = 0 #(-255 to 255)  DEFAULT_BLUE = 0 #(-255 to 255)  DEFAULT_GRAY = 255 #(0 to 255)  #===========================================#  #Set up Game Variables Below for |Saving Purpose| #  #===========================================#  RED = 101 #Game Variable ID to control RED colour  GREEN = 102 #Game Variable ID to control GREEN colour  BLUE = 103 #Game Variable ID to control BLUE colour  GRAY = 104 #Game Variable ID to control GRAY tone#==============================================================================# End of Settings Area# Edit anything past this line at your own risk!#==============================================================================endclass Scene_Base  alias tone_meow create_main_viewport  def create_main_viewport    tone_meow    if SceneManager.scene_is?(Scene_Map) #|| SceneManager.scene_is?(Scene_Battle)      r = $game_variables[MEOWFORCETINT::RED]      g = $game_variables[MEOWFORCETINT::GREEN]      b = $game_variables[MEOWFORCETINT::BLUE]      t = $game_variables[MEOWFORCETINT::GRAY]    else      r = MEOWFORCETINT::DEFAULT_RED      g = MEOWFORCETINT::DEFAULT_GREEN      b = MEOWFORCETINT::DEFAULT_BLUE      t = MEOWFORCETINT::DEFAULT_GRAY    end    @viewport.tone.set(r,g,b,t)  endendclass Scene_Map < Scene_Base  alias meow_mset_viewport create_all_windows  def create_all_windows    meow_mset_viewport    @message_window.viewport = @viewport    @scroll_text_window.viewport = @viewport    @map_name_window.viewport = @viewport  endendclass Scene_Battle < Scene_Base  alias meow_bset_viewport create_all_windows  def create_all_windows    meow_bset_viewport    @log_window.viewport = @viewport    @scroll_text_window.viewport = @viewport    @message_window.viewport = @viewport  endendclass Game_Interpreter  def force_tint(r,g,b,t)    $game_variables[MEOWFORCETINT::RED] = r    $game_variables[MEOWFORCETINT::GREEN] = g    $game_variables[MEOWFORCETINT::BLUE] = b    $game_variables[MEOWFORCETINT::GRAY] = t    SceneManager.goto(Scene_Map)if SceneManager.scene_is?(Scene_Map)  endend
Set the default colour in the settings area in the script, and the variable for saving/storing purpose.

then use this script call to change tint in the game:

force_tint(R,G,B,T)R/G/B = Red/Green/Blue (-255 to 255)

T = Gray Tone (0 to 255)
 
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NPH

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Thank you!
 

MeowFace

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You're welcome!
 

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