I need help in regards to yanfly's visual effects addon

deathsia

Pegisister
Veteran
Joined
Feb 26, 2014
Messages
648
Reaction score
55
First Language
English
Primarily Uses
 According to this section here:

#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # movie: tune1 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - refer to movie filename. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Play a movie file when action is called. Movie has to be put in folder # Graphics/Movies. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # movie: thunder.ogg #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-I should be able to play a movie using the tag "movie: example movie name.ogg" when i use said skill

However No matter how I try to format this wether it be in <these tags> or like this<whole action> movie: example movie.ogg</whole action> or plan text in the skill note box

NOTHING WORKS!

I'm 100% sure I'm just being stupid and blind and not understanding how to call for the movie file so would someone please spell it out so that even a 3 year could understand it because apparently I'm THAT stupid...:/

In case you can't tell I'm pissed off at myself for not being able to figure this out on my own. I hate being the "new user" always pestering people with "Oh I have a problem!" but here I am...asking again...fml
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
please always link to the script you're using.


One thing that comes to mind from your snippet:


The tag seems to be without the ending ogg when referring to the file with that ending - have you tried simple


"movie: example movie name"


instead of


"movie: example movie name.ogg"
 

deathsia

Pegisister
Veteran
Joined
Feb 26, 2014
Messages
648
Reaction score
55
First Language
English
Primarily Uses
please always link to the script you're using.

One thing that comes to mind from your snippet:

The tag seems to be without the ending ogg when referring to the file with that ending - have you tried simple

"movie: example movie name"

instead of

"movie: example movie name.ogg"
#==============================================================================# # ▼ Yami Engine Symphony - Add-on: Visual Effect Tags# -- Last Updated: 2012.11.28# -- Level: Nothing# -- Requires: n/a# #==============================================================================$imported = {} if $imported.nil?$imported["BattleSymphony-VisualEffect"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.11.28 - Updated Afterimage.# 2012.10.20 - Finished Script.# 2012.07.01 - Started Script.##==============================================================================# ▼ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjusting.# Remember to put this script under Battle Symphony.# #==============================================================================#==============================================================================# ■ Default Actions - Imported Symphony Configuration#==============================================================================module SYMPHONY VE_AUTO_SYMPHONY = { #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # autosymphony: hide nonfocus # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # This hides whatever isn't the active battler and its targets. Great for # long action sequences or summoning sequences when the allied party # members, who aren't involved, will disappear. In addition to that, the # screen will also fade black and the battle waits 32 frames. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "HIDE NONFOCUS" => [ ["VANISH", ["NOT FOCUS", "TRUE"]], ["SCREEN", ["DARKEN"]], ["WAIT", [32]], ], # end HIDE NONFOCUS #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # autosymphony: show nonfocus # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # This removes the hidden effect from the vanished units in the hidden # version of this AutoSymphony. Returns all of the hidden non-participating # party members back into view. The screen's fade will return back to # normal and the battle waits 16 frames. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "SHOW NONFOCUS" => [ ["VANISH", ["NOT FOCUS", "FALSE"]], ["SCREEN", ["LIGHTEN"]], ["WAIT", [16]], ], # end SHOW NONFOCUS } # Do not remove this. AUTO_SYMPHONY.merge!(VE_AUTO_SYMPHONY) end # SYMPHONY#==============================================================================# ■ Scene_Battle - Imported Symphony Configuration#==============================================================================class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: imported_symphony #-------------------------------------------------------------------------- alias bes_ve_imported_symphony imported_symphony def imported_symphony case @action.upcase #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # afterimage: tune1, tune2 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - refer to target typing; See Symphony Manual for more info. # tune2 # - refer to flag; true or false. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Switch the Afterimage effect for targets, which creates some # afterimage behind targets. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # afterimage: user, true # afterimage: targets, false #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- when /AFTERIMAGE|MIRAGE/i action_afterimage #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # effect: tune1, tune2 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - refer to target typing; See Symphony Manual for more info. # tune2 # - refer to effect; There are 2 default effects for sprites: # + whiten # + blink # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Start effect on targets sprites for short duration. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # effect: user, whiten # effect: targets, blink #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- when /EFFECT/i action_effect #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # movie: tune1 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - refer to movie filename. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Play a movie file when action is called. Movie has to be put in folder # Graphics/Movies. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # movie: thunder.ogg #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- when /MOVIE/i action_movie #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # screen: tune1 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - fade out, x; This will fade the screen out in x frames. # - fade in, x; This will fade the screen in in x frames. # - shake, x, y, z; Shakes screen with y power, z speed, x frames. # - weather, x, y, z; Sets weather type y, z power, x frames. # - tone, x, r, g, b, gr; x frames, rgb, gr is gray. # - flash, x, r, g, b, a; x frames, rgb, a is alpha. # - darken; This darkens the battleback. # - lighten; This removes the darkened battleback. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # This will produce unique effects using the screen. Each tuneset uses # a different set of rules so pay attention to the examples below on # how it's all used. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # screen: fade out, 30 # screen: fade in, 30 # screen: shake, 60, 5, 5 # screen: weather, 30, rain, 5 # screen: tone, 60, 5, 5, 5, 0 # screen: flash, 30, 255, 255, 255, 96 #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- when /SCREEN/i action_screen #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # vanish: tune1, tune2, tune3 # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # tune1 # - refer to target typing; See Symphony Manual for more info. # tune2 # - refer to flag; true or false. # tune3 (optional) # - refer to instant flag; Put instant here. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Make targets appear or disappear. If tune3 is true, the targets will # be disappear or appear instantly. # --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - - # vanish: targets, true # vanish: user, false, instant #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- when /VANISH/i action_vanish else bes_ve_imported_symphony end endend # Scene_Battle#==============================================================================# ■ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :afterimage attr_reader :vanishing #-------------------------------------------------------------------------- # new method: set_vanish #-------------------------------------------------------------------------- def set_vanish(code) case code when 0 @vanishing = false sprite.start_effect:)appear) when 1 @vanishing = true sprite.start_effect:)disappear) when 2 @vanishing = false sprite.start_effect:)appear) sprite.set_effect_instant when 3 @vanishing = true sprite.start_effect:)disappear) sprite.set_effect_instant end end #-------------------------------------------------------------------------- # new method: set_afterimage #-------------------------------------------------------------------------- def set_afterimage(flag) @afterimage = flag end end # Game_Battler#==============================================================================# ■ Game_Screen#==============================================================================class Game_Screen #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :alpha #-------------------------------------------------------------------------- # alias method: clear #-------------------------------------------------------------------------- alias bes_ve_clear clear def clear bes_ve_clear clear_bes_ve end #-------------------------------------------------------------------------- # new method: clear_bes_ve #-------------------------------------------------------------------------- def clear_bes_ve clear_alpha end #-------------------------------------------------------------------------- # new method: clear_alpha #-------------------------------------------------------------------------- def clear_alpha @alpha = 0 @darken_duration = 0 @lighten_duration = 0 end #-------------------------------------------------------------------------- # new method: start_darken_background #-------------------------------------------------------------------------- def start_darken_background @darken_duration = 32 end #-------------------------------------------------------------------------- # new method: start_lighten_background #-------------------------------------------------------------------------- def start_lighten_background @lighten_duration = 16 end #-------------------------------------------------------------------------- # alias method: update #-------------------------------------------------------------------------- alias bes_ve_update update def update bes_ve_update update_darken update_lighten end #-------------------------------------------------------------------------- # new method: update_darken #-------------------------------------------------------------------------- def update_darken return if @darken_duration <= 0 @alpha = (32 - @darken_duration) * 4 @darken_duration -= 1 end #-------------------------------------------------------------------------- # new method: update_lighten #-------------------------------------------------------------------------- def update_lighten return if @lighten_duration <= 0 @alpha = @lighten_duration * 8 @lighten_duration -= 1 end end # Game_Screen#==============================================================================# ■ Sprite_Battler#==============================================================================class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # overwrite method: setup_new_effect #-------------------------------------------------------------------------- def setup_new_effect if !@battler_visible && @battler.alive? start_effect:)appear) unless @battler.vanishing elsif @battler_visible && @battler.hidden? start_effect:)disappear) end if @battler_visible && @battler.sprite_effect_type start_effect(@battler.sprite_effect_type) @battler.sprite_effect_type = nil end setup_popups if $imported["YEA-BattleEngine"] end #-------------------------------------------------------------------------- # new method: set_effect_instant #-------------------------------------------------------------------------- def set_effect_instant return if @effect_type.nil? @effect_duration = 1 end #-------------------------------------------------------------------------- # alias method: update_origin #-------------------------------------------------------------------------- alias bes_ve_update_origin update_origin def update_origin bes_ve_update_origin update_afterimage end #-------------------------------------------------------------------------- # new method: update_afterimage #-------------------------------------------------------------------------- def update_afterimage @afterimage_sprites ||= [] @afterimage_sprites.each { |sprite| @afterimage_sprites.delete(sprite) if sprite.disposed? next if sprite.disposed? sprite.update } return unless @battler.afterimage @afterimage_tick ||= 2 if @afterimage_sprites.size < 4 @afterimage_tick -= 1 return if @afterimage_tick > 0 sprite = Sprite_AfterImage.new(self.viewport, self) @afterimage_sprites << sprite @afterimage_tick = 2 end end end # Sprite_Battler#==============================================================================# ■ Sprite_AfterImage#==============================================================================class Sprite_AfterImage < Sprite_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(viewport, sprite) super(viewport) @sprite = sprite @time = 12 @fade_time_start = @time / 2 @fade_time = (@time - @fade_time_start).to_f refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh self.x = @sprite.x; self.y = @sprite.y self.ox = @sprite.ox; self.oy = @sprite.oy self.bitmap = @sprite.bitmap self.opacity = @sprite.opacity - 95 self.src_rect.set(@sprite.src_rect) self.mirror = @sprite.mirror self.visible = @sprite.visible @opacity_rate = self.opacity / @fade_time end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super @time -= 1 if @time < @fade_time_start self.opacity -= @opacity_rate end self.dispose if self.opacity <= 0 end end # Sprite_AfterImage#==============================================================================# ■ Spriteset_Battle#==============================================================================class Spriteset_Battle #-------------------------------------------------------------------------- # alias method: update_battleback1 #-------------------------------------------------------------------------- alias bes_ve_update_battleback1 update_battleback1 def update_battleback1 bes_ve_update_battleback1 @back1_sprite.color.alpha = $game_troop.screen.alpha end #-------------------------------------------------------------------------- # alias method: update_battleback2 #-------------------------------------------------------------------------- alias bes_ve_update_battleback2 update_battleback2 def update_battleback2 bes_ve_update_battleback2 @back2_sprite.color.alpha = $game_troop.screen.alpha end end # Spriteset_Battle#==============================================================================# ■ Scene_Battle - Imported Symphony Actions#==============================================================================class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # new method: action_afterimage #-------------------------------------------------------------------------- def action_afterimage targets = get_action_targets.uniq return if targets.size == 0 case @action_values[1].upcase when "ON", "TRUE", "ENABLE" flag = true when "OFF", "FALSE", "DISABLE" flag = false end targets.each { |target| next unless target.exist? target.set_afterimage(flag) } end #-------------------------------------------------------------------------- # new method: action_effect #-------------------------------------------------------------------------- def action_effect targets = get_action_targets.uniq return if targets.size == 0 symbol = @action_values[1].downcase.to_sym targets.each { |target| next unless target.exist? target.sprite.start_effect(symbol) } end #-------------------------------------------------------------------------- # new method: action_effect #-------------------------------------------------------------------------- def action_movie return if @action_values[0].nil? return if @action_values[0].size == 0 filename = "Graphics/Movies/#{@action_values[0]}" return unless FileTest.exist?(filename) Graphics.play_movie(filename) end #-------------------------------------------------------------------------- # new method: action_screen #-------------------------------------------------------------------------- def action_screen case @action_values[0] when "FADEOUT", "FADE OUT" duration = @action_values[1].to_i duration = 30 if duration <= 0 $game_troop.screen.start_fadeout(duration) when "FADEIN", "FADE IN" duration = @action_values[1].to_i duration = 30 if duration <= 0 $game_troop.screen.start_fadein(duration) when "TONE" duration = @action_values[1].to_i duration = 30 if duration <= 0 r = @action_values[2].to_i; g = @action_values[3].to_i; b = @action_values[4].to_i gr = @action_values[5].to_i tone = Tone.new(r, g, b, gr) $game_troop.screen.start_tone_change(tone, duration) when "FLASH" duration = @action_values[1].to_i duration = 30 if duration <= 0 r = @action_values[2].to_i; g = @action_values[3].to_i; b = @action_values[4].to_i a = @action_values[5].to_i a = 255 if a <= 0 color = Color.new(r, g, b, a) $game_troop.screen.start_flash(color, duration) when "SHAKE" duration = @action_values[1].to_i duration = 30 if duration <= 0 power = @action_values[2].to_i power = 5 if power <= 0 speed = @action_values[3].to_i speed = 5 if speed <= 0 $game_troop.screen.start_shake(power, speed, duration) when "WEATHER" duration = @action_values[1].to_i duration = 30 if duration <= 0 type = @action_values[2].to_sym power = @action_values[3].to_i $game_troop.screen.change_weather(type, power, duration) when "DARKEN" $game_troop.screen.start_darken_background when "LIGHTEN" $game_troop.screen.start_lighten_background end end #-------------------------------------------------------------------------- # new method: action_vanish #-------------------------------------------------------------------------- def action_vanish targets = get_action_targets.uniq return if targets.size == 0 case @action_values[1] when "ON", "TRUE", "ENABLE", "HIDE" vanish_code = 1 when "OFF", "FALSE", "DISABLE", "SHOW" vanish_code = 0 end vanish_code += 2 if @action_values.include?("INSTANT") targets.each { |target| next unless target.exist? target.set_vanish(vanish_code) } end end # Scene_Battle#===============================================================================# # END OF FILE# #===============================================================================
Sorry about that, in my pissed off state I didn't even think to paste the whole script.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
I didn't even think to paste the whole script.
And that is also wrong, because I didn't ask you to paste the script, I asked you to LINK to the script/it's original adress.
That is because on the original site of the script, the author usually posted more info, examples and answers to other user's questions. Those additional infos often help.


From what I can see from the script, its just calling the regular play movie function, or aborts when the file is not found.


Please test if you can play the movie with an event command instead of the battle.


If you can't play it with an event command, then something is wrong with the movie itself - perhaps you need to recode it with another program.


If you can play it with the event command, then your notetag has the wrong filename, and you need to correct the notetag (perhaps a mistake with upper/lower cases, perhaps wrong folder?)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,074
Members
137,578
Latest member
JamesLightning
Top