AtlasAtrium

I don't know anything ¯\_(ツ)_/¯
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I really like using both Yami's Overlay Mapping script and Galv's Visibiltiy Range script, but Galv's script does not affect any mapping level higher than parallax and I was wondering if there was a way to fix that? I'm assuming that this is possible, since things like pictures have priority above the map.

Yami Overlay Mapping

#==============================================================================#

# ▼ Yami Script Ace - Overlay Mapping

# -- Last Updated: 2011.12.29

# -- Level: Easy

# -- Requires: n/a

# -- Credit: Hanzo Kimura for Original Script

#

#==============================================================================

$imported = {} if $imported.nil?

$imported["YSA-OverlayMapping"] = true

#==============================================================================

# ▼ Updates

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# 2011.12.29 - Bugfix for transfer.

# 2011.12.10 - Started and Finished Script.

#

#==============================================================================

# ▼ Introduction

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# This script based on Hanzo Kimura's idea. This will automatically load map's

# overlay by map ID, and a map can have more than one image per layer, so you

# don't have to create two or more map just for day/night or when an event occur.

#

#==============================================================================

# ▼ Instructions

# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

# Create a folder in Graphics and name it Overlay.

# Put all of your overlay into Graphics/Overlay.

# Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number

# which "Filename Prefix" is the one you will config below

# Map-ID is your map's ID

# Number is 1, 2, 3, ... using for Overlay Variables.

#

# Example: Graphics/Overlay/ground2-1.png

# Which means this will be ground layer, for map 2, variable = 1

#

# Light/Shadow must be .jpg

# Parallax/Ground must be .png

#

#==============================================================================

module YSA

  module OVERLAY

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Overlay Switches -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# These are switches which are enable overlay layers. Turn them on to show

# them in your maps.

#--------------------------------------------------------------------------

# Default: ON

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

LIGHT_SWITCH = 4 # Turn on/off light layer

SHADOW_SWITCH = 5   # Turn on/off shadow layer

PARALLAX_SWITCH = 3 # Turn on/off parallax layer

GROUND_SWITCH = 2   # Turn on/off ground layer

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Overlay Variables -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# A map can have more than one image per layer, that means you can have a

# different light/shadow for day and night, or have a different ground when

# an event occured.

#--------------------------------------------------------------------------

# Default: 1

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

LIGHT_VARIABLE = 23  # Switch to another light

SHADOW_VARIABLE = 24 # Switch to another shadow

PARALLAX_VARIABLE = 22   # Switch to another parallax

GROUND_VARIABLE = 21 # Switch to another ground

  

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Filename Prefix -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# This will make this script automatic, it will check if there are layers in

# overlay folder

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

LIGHT = "light" # Light layer's filename prefix

SHADOW = "shadow"   # Shadow layer's filename prefix

PARALLAX = "par" # Parallax layer's filename prefix

GROUND = "ground"   # Ground layer's filename prefix

  

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# - Overlay Opacity -

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

# This will make this script automatic, it will check if there are layers in

# overlay folder

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

GROUND_OPACITY = 255

PARALLAX_OPACITY = 255

LIGHT_OPACITY = 150

SHADOW_OPACITY = 255

  end #OVERLAY

end # YSA

#==============================================================================

# ▼ Editting anything past this point may potentially result in causing

# computer damage, incontinence, explosion of user's head, coma, death, and/or

# halitosis so edit at your own risk.

#==============================================================================

#==============================================================================

# ■ Cache

#==============================================================================

module Cache

 

  #--------------------------------------------------------------------------

  # new method: overlay

  #--------------------------------------------------------------------------

  def self.overlay(filename)

load_bitmap("Graphics/Overlay/", filename)

  end

 

end # Cache

#==============================================================================

# ■ DataManager

#==============================================================================

module DataManager

 

  #--------------------------------------------------------------------------

  # alias method: setup_new_game

  #--------------------------------------------------------------------------

  class <<self; alias ovm_setup_new_game setup_new_game; end

  def self.setup_new_game

ovm_setup_new_game

setup_overlay_mapping

  end

 

  #--------------------------------------------------------------------------

  # new method: setup_overlay_mapping

  #--------------------------------------------------------------------------

  def self.setup_overlay_mapping

# Control switches

$game_switches[YSA::oVERLAY::LIGHT_SWITCH] = true

$game_switches[YSA::oVERLAY::SHADOW_SWITCH] = true

$game_switches[YSA::oVERLAY::GROUND_SWITCH] = true

$game_switches[YSA::oVERLAY::pARALLAX_SWITCH] = true

  

# Control variables

$game_variables[YSA::oVERLAY::LIGHT_VARIABLE] = 1

$game_variables[YSA::oVERLAY::SHADOW_VARIABLE] = 1

$game_variables[YSA::oVERLAY::GROUND_VARIABLE] = 1

$game_variables[YSA::oVERLAY::pARALLAX_VARIABLE] = 1

  end

 

end # DataManager

#==============================================================================

# ■ Spriteset_Map

#==============================================================================

class Spriteset_Map

 

  #--------------------------------------------------------------------------

  # alias method: initialize

  #--------------------------------------------------------------------------

  alias overlay_initialize initialize

  def initialize

overlay_initialize

create_overlay_map

update

  end

 

  #--------------------------------------------------------------------------

  # new method: check_file

  #--------------------------------------------------------------------------

  def check_file(type)

filename = "Graphics/Overlay/"

filename += YSA::oVERLAY::GROUND if type == "ground"

filename += YSA::oVERLAY::LIGHT if type == "light"

filename += YSA::oVERLAY::SHADOW if type == "shadow"

filename += YSA::oVERLAY::pARALLAX if type == "par"

filename += $game_map.map_id.to_s

filename += "-" + $game_variables[YSA::oVERLAY::GROUND_VARIABLE].to_s if type == "ground"

filename += "-" + $game_variables[YSA::oVERLAY::LIGHT_VARIABLE].to_s if type == "light"

filename += "-" + $game_variables[YSA::oVERLAY::SHADOW_VARIABLE].to_s if type == "shadow"

filename += "-" + $game_variables[YSA::oVERLAY::pARALLAX_VARIABLE].to_s if type == "par"

filename += ".jpg" if type == "light" || type == "shadow"

filename += ".png" if type == "par" || type == "ground"

return FileTest.exist?(filename)

  end

 

  #--------------------------------------------------------------------------

  # new method: create_overlay_map

  #--------------------------------------------------------------------------

  def create_overlay_map

w = Graphics.width

h = Graphics.height

@current_light = 0

@current_shadow = 0

@current_par = 0

@current_ground = 0

# Ground Layer

@ground = Sprite.new(@viewport1)

@ground.z = 1

@ground.opacity = YSA::oVERLAY::GROUND_OPACITY

# Light Layer

@light_viewport = Viewport.new(0, 0, w, h)

@light_viewport.z = 10

@light = Sprite.new(@light_viewport)

@light.opacity = YSA::oVERLAY::LIGHT_OPACITY

@light.blend_type = 1

# Shadow Layer

@shadow_viewport = Viewport.new(0, 0, w, h)

@shadow_viewport.z = 9

@shadow = Sprite.new(@shadow_viewport)

@shadow.opacity = YSA::oVERLAY::SHADOW_OPACITY

@shadow.blend_type = 2

# Parallax Layer

@par_viewport = Viewport.new(0, 0, w, h)

@par_viewport.z = 8

@par = Sprite.new(@par_viewport)

@par.opacity = YSA::oVERLAY::pARALLAX_OPACITY

  end

 

  #--------------------------------------------------------------------------

  # alias method: dispose_parallax

  #--------------------------------------------------------------------------

  alias overlay_dispose_parallax dispose_parallax

  def dispose_parallax

overlay_dispose_parallax

dispose_overlay_map

  end

 

  #--------------------------------------------------------------------------

  # new method: dispose_overlay_map

  #--------------------------------------------------------------------------

  def dispose_overlay_map

@ground.dispose

@shadow_viewport.dispose

@light_viewport.dispose

@light.dispose

@shadow.dispose

@par_viewport.dispose

@par.dispose

  end

 

  #--------------------------------------------------------------------------

  # alias method: update_parallax

  #--------------------------------------------------------------------------

  alias overlay_update_parallax update_parallax

  def update_parallax

overlay_update_parallax

# Parallax

if @ground != nil

 if check_file("ground")

@ground.visible = $game_switches[YSA::oVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::oVERLAY::GROUND_SWITCH]

@ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32

@ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32

@ground.tone = $game_map.screen.tone

if @current_ground != $game_variables[YSA::oVERLAY::GROUND_VARIABLE]

 filename = YSA::oVERLAY::GROUND

 filename += $game_map.map_id.to_s

 filename += "-" + $game_variables[YSA::oVERLAY::GROUND_VARIABLE].to_s

 @ground.bitmap = Cache.overlay(filename)

 @current_ground = $game_variables[YSA::oVERLAY::GROUND_VARIABLE]

end

 else

@ground.visible = false

 end

end

# Light

if @light != nil && @light_viewport != nil

 if check_file("light")

@light.visible = $game_switches[YSA::oVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::oVERLAY::LIGHT_SWITCH]

@light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32

@light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32

@light.tone = $game_map.screen.tone

@light_viewport.ox = $game_map.screen.shake

@light_viewport.color = $game_map.screen.flash_color

if @current_light != $game_variables[YSA::oVERLAY::LIGHT_VARIABLE]

 filename = YSA::oVERLAY::LIGHT

 filename += $game_map.map_id.to_s

 filename += "-" + $game_variables[YSA::oVERLAY::LIGHT_VARIABLE].to_s

 @light.bitmap = Cache.overlay(filename)

 @current_light = $game_variables[YSA::oVERLAY::LIGHT_VARIABLE]

end

 else

@light.visible = false

 end  

end

# Shadow

if @shadow != nil && @shadow_viewport != nil

 if check_file("shadow")

@shadow.visible = $game_switches[YSA::oVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::oVERLAY::SHADOW_SWITCH]

@shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32

@shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32

@shadow.tone = $game_map.screen.tone

@shadow_viewport.ox = $game_map.screen.shake

@shadow_viewport.color = $game_map.screen.flash_color

if @current_shadow != $game_variables[YSA::oVERLAY::SHADOW_VARIABLE]

 filename = YSA::oVERLAY::SHADOW

 filename += $game_map.map_id.to_s

 filename += "-" + $game_variables[YSA::oVERLAY::SHADOW_VARIABLE].to_s

 @shadow.bitmap = Cache.overlay(filename)

 @current_shadow = $game_variables[YSA::oVERLAY::SHADOW_VARIABLE]

end

 else

@shadow.visible = false

 end

end

# Parallax

if @par != nil && @par_viewport != nil

 if check_file("par")

@par.visible = $game_switches[YSA::oVERLAY::pARALLAX_SWITCH] if @par.visible != $game_switches[YSA::oVERLAY::pARALLAX_SWITCH]

@par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32

@par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32

@par.tone = $game_map.screen.tone

@par_viewport.ox = $game_map.screen.shake

@par_viewport.color = $game_map.screen.flash_color

if @current_par != $game_variables[YSA::oVERLAY::pARALLAX_VARIABLE]

 filename = YSA::oVERLAY::pARALLAX

 filename += $game_map.map_id.to_s

 filename += "-" + $game_variables[YSA::oVERLAY::pARALLAX_VARIABLE].to_s

 @par.bitmap = Cache.overlay(filename)

 @current_par = $game_variables[YSA::oVERLAY::pARALLAX_VARIABLE]

end

 else

@par.visible = false

 end

end

  end

 

end # Spriteset_Map

#==============================================================================

# ■ Scene_Map

#==============================================================================

class Scene_Map < Scene_Base

 

  #--------------------------------------------------------------------------

  # alias method: post_transfer

  #--------------------------------------------------------------------------

  alias overlay_post_transfer post_transfer

  def post_transfer

@spriteset.dispose_overlay_map

@spriteset.create_overlay_map

@spriteset.update

overlay_post_transfer

  end

end # Scene_Map

#==============================================================================

#

# ▼ End of File

#

#==============================================================================
Galv Visibility Range

#------------------------------------------------------------------------------##  Galv's Visibility Range

#------------------------------------------------------------------------------#

#  For: RPGMAKER VX ACE

#  Version 1.0

#------------------------------------------------------------------------------#

#  2013-05-31 - Version 1.0 - release

#------------------------------------------------------------------------------#

#  This script can make the player only able to see in a certain radius around

#  themself. The rest is darkness. This size and opacity of this darkness is

#  controlled using variables and turned on/off using a switch.

#

#  Put this script below Materials and above main.

#  Requires an image that can be found in the demo on galvs-scripts.com. Images

#  for this script go in your /Graphics/System folder.

#------------------------------------------------------------------------------#

 

#------------------------------------------------------------------------------#

#  SCRIPT CALL

#------------------------------------------------------------------------------#

#  visimage("ImageName")       # Can change the image used

#------------------------------------------------------------------------------#

 

 

($imported ||= {})["Galv_Vis_Range"] = true

module Galv_Vis

 

#------------------------------------------------------------------------------#

#  SETTINGS - Don't forget to set these to unused variables and switch!

#------------------------------------------------------------------------------#

 

  SWITCH = 6      # This switch turns the visibility range on/off. Default OFF

 

  SIZEVAR = 99     # This variable controls how far player can see. Default 100

 

  OPACITYVAR = 100  # This variable controls the darkness opacity.   Default 255

 

#------------------------------------------------------------------------------#

#  END SETTINGS

#------------------------------------------------------------------------------#

 

end # Galv_Vis

 

 

class Spriteset_Map

  alias galv_vis_sm_initialize initialize

  def initialize

    create_visrange if $game_switches[Galv_Vis::SWITCH]

    galv_vis_sm_initialize

  end

  

  def create_visrange

    @visrange = Sprite.new

    @visrange.bitmap = Cache.system($game_system.visimage)

    @visrange.ox = @visrange.bitmap.width / 2

    @visrange.oy = @visrange.bitmap.height / 2

  end

  

  alias galv_vis_sm_update update

  def update

    galv_vis_sm_update

    update_visrange

  end

  

  def update_visrange

    if $game_switches[Galv_Vis::SWITCH]

      create_visrange if !@visrange

      @visrange.x = $game_player.screen_x

      @visrange.y = $game_player.screen_y - 16

      @visrange.opacity = $game_variables[Galv_Vis::oPACITYVAR]

      zoom = [$game_variables[Galv_Vis::SIZEVAR].to_f * 0.01,0.5].max

      @visrange.zoom_x = zoom

      @visrange.zoom_y = zoom

    else

      dispose_visrange

    end

  end

  

  alias galv_vis_sm_dispose dispose

  def dispose

    galv_vis_sm_dispose

    dispose_visrange

  end

  

  def dispose_visrange

    return if !@visrange

    @visrange.bitmap.dispose

    @visrange.dispose

    @visrange = nil

  end

end # Spriteset_Map

 

 

module DataManager

  class << self

    alias galv_vis_dm_setup_new_game setup_new_game

  end

  

  def self.setup_new_game

    galv_vis_dm_setup_new_game

    $game_system.init_visvars

  end

end # DataManager

 

 

class Scene_Map

  attr_accessor :spriteset

end

 

class Game_System

  attr_accessor :visimage

 

  def init_visvars

    @visimage = "VisRange"

    $game_variables[Galv_Vis::oPACITYVAR] = 255

    $game_variables[Galv_Vis::SIZEVAR] = 100

  end

end

 

 

class Game_Interpreter

  def visimage(img)

    $game_system.visimage = img

    SceneManager.scene.spriteset.dispose_visrange

  end

end
 

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