Modern Algebra Hover Alerts - Sprite Disposal

ZirconStorms

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Hover Alerts script page: http://rmrk.net/index.php?topic=46911.0
Original script:
Once you exit the alert's proximity range (ex: 4 tiles), the alert sprite gets immediately disposed of/hidden.
I'm having a hard time figuring out what part of the script tackles this; trying to modify Sprite_Character inside of the script, maha_finish_effect, and so on hasn't proven to be successful. The goal would be to add a better transition (some sort of fade or flash effect) at the end, rather than having the alert immediately dissapearing.
 

Roninator2

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Under line 650 are the settings for the effects.
If you want it to fade, you just need to specify : fade in the \ Hover_alert comment for effect =
You could also change the values if you feel that 48 frames is too short to fade.
 

ZirconStorms

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Under line 650 are the settings for the effects.
If you want it to fade, you just need to specify : fade in the \ Hover_alert comment for effect =
You could also change the values if you feel that 48 frames is too short to fade.
I'm not talking about the fade in effect that can be specified in the event comment. Once you're out of the hover alert's range, it immediately dissapears. I'd like to find what section of code I need to edit to add a fade out effect before the hover alert vanishes.
 

KK20

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Looks like line 493, where the visibility is set based on your character's proximity. You'd probably then make an else-case for the next condition directly below it for when it is not visible, then put your "special effect" code there, making sure you only run it once.
 

Roninator2

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Ya, I figured that out after realizing what the problem was when testing.
Haven't been able to get it working yet. Time for bed.
I have this so far.
Code:
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fade HoverAlert Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maha_fade_effect
    if @hover_alert.proximity > 0
      x = @character.distance_x_from($game_player.x).abs
      y = @character.distance_y_from($game_player.y).abs
    end
    if Math.hypot(x, y) <= @hover_alert.proximity
    else
      while @effect_time > 0
        self.opacity = 12*@effect_time if @effect_time < 16
        @effect_time -= 1
      end
      maha_finish_effect
    end
  end
and on line 684 I changed it to else maha_fade_effect # Close

But this still doesn't work.
 

ZirconStorms

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Looks like line 493, where the visibility is set based on your character's proximity. You'd probably then make an else-case for the next condition directly below it for when it is not visible, then put your "special effect" code there, making sure you only run it once.
Seems to work smoothly, thank you.

Ya, I figured that out after realizing what the problem was when testing.
Haven't been able to get it working yet. Time for bed.
I have this so far.
Code:
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fade HoverAlert Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maha_fade_effect
    if @hover_alert.proximity > 0
      x = @character.distance_x_from($game_player.x).abs
      y = @character.distance_y_from($game_player.y).abs
    end
    if Math.hypot(x, y) <= @hover_alert.proximity
    else
      while @effect_time > 0
        self.opacity = 12*@effect_time if @effect_time < 16
        @effect_time -= 1
      end
      maha_finish_effect
    end
  end
and on line 684 I changed it to else maha_fade_effect # Close

But this still doesn't work.
I got it to work thanks to KK20's reply, but I appreciate you trying to help.
 

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