- Joined
- Jul 24, 2013
- Messages
- 32
- Reaction score
- 21
- First Language
- English
- Primarily Uses
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
Galv Visibility Range
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:
VERLAY::LIGHT_SWITCH] = true
$game_switches[YSA:
VERLAY::SHADOW_SWITCH] = true
$game_switches[YSA:
VERLAY::GROUND_SWITCH] = true
$game_switches[YSA:
VERLAY:
ARALLAX_SWITCH] = true
# Control variables
$game_variables[YSA:
VERLAY::LIGHT_VARIABLE] = 1
$game_variables[YSA:
VERLAY::SHADOW_VARIABLE] = 1
$game_variables[YSA:
VERLAY::GROUND_VARIABLE] = 1
$game_variables[YSA:
VERLAY:
ARALLAX_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:
VERLAY::GROUND if type == "ground"
filename += YSA:
VERLAY::LIGHT if type == "light"
filename += YSA:
VERLAY::SHADOW if type == "shadow"
filename += YSA:
VERLAY:
ARALLAX if type == "par"
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
VERLAY::GROUND_VARIABLE].to_s if type == "ground"
filename += "-" + $game_variables[YSA:
VERLAY::LIGHT_VARIABLE].to_s if type == "light"
filename += "-" + $game_variables[YSA:
VERLAY::SHADOW_VARIABLE].to_s if type == "shadow"
filename += "-" + $game_variables[YSA:
VERLAY:
ARALLAX_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:
VERLAY::GROUND_OPACITY
# Light Layer
@light_viewport = Viewport.new(0, 0, w, h)
@light_viewport.z = 10
@light = Sprite.new(@light_viewport)
@light.opacity = YSA:
VERLAY::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:
VERLAY::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:
VERLAY:
ARALLAX_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:
VERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA:
VERLAY::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:
VERLAY::GROUND_VARIABLE]
filename = YSA:
VERLAY::GROUND
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
VERLAY::GROUND_VARIABLE].to_s
@ground.bitmap = Cache.overlay(filename)
@current_ground = $game_variables[YSA:
VERLAY::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:
VERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA:
VERLAY::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:
VERLAY::LIGHT_VARIABLE]
filename = YSA:
VERLAY::LIGHT
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
VERLAY::LIGHT_VARIABLE].to_s
@light.bitmap = Cache.overlay(filename)
@current_light = $game_variables[YSA:
VERLAY::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:
VERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA:
VERLAY::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:
VERLAY::SHADOW_VARIABLE]
filename = YSA:
VERLAY::SHADOW
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
VERLAY::SHADOW_VARIABLE].to_s
@shadow.bitmap = Cache.overlay(filename)
@current_shadow = $game_variables[YSA:
VERLAY::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:
VERLAY:
ARALLAX_SWITCH] if @par.visible != $game_switches[YSA:
VERLAY:
ARALLAX_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:
VERLAY:
ARALLAX_VARIABLE]
filename = YSA:
VERLAY:
ARALLAX
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
VERLAY:
ARALLAX_VARIABLE].to_s
@par.bitmap = Cache.overlay(filename)
@current_par = $game_variables[YSA:
VERLAY:
ARALLAX_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
#
#==============================================================================
# ▼ 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:
$game_switches[YSA:
$game_switches[YSA:
$game_switches[YSA:
# Control variables
$game_variables[YSA:
$game_variables[YSA:
$game_variables[YSA:
$game_variables[YSA:
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:
filename += YSA:
filename += YSA:
filename += YSA:
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
filename += "-" + $game_variables[YSA:
filename += "-" + $game_variables[YSA:
filename += "-" + $game_variables[YSA:
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:
# Light Layer
@light_viewport = Viewport.new(0, 0, w, h)
@light_viewport.z = 10
@light = Sprite.new(@light_viewport)
@light.opacity = YSA:
@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:
@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:
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:
@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:
filename = YSA:
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
@ground.bitmap = Cache.overlay(filename)
@current_ground = $game_variables[YSA:
end
else
@ground.visible = false
end
end
# Light
if @light != nil && @light_viewport != nil
if check_file("light")
@light.visible = $game_switches[YSA:
@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:
filename = YSA:
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
@light.bitmap = Cache.overlay(filename)
@current_light = $game_variables[YSA:
end
else
@light.visible = false
end
end
# Shadow
if @shadow != nil && @shadow_viewport != nil
if check_file("shadow")
@shadow.visible = $game_switches[YSA:
@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:
filename = YSA:
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
@shadow.bitmap = Cache.overlay(filename)
@current_shadow = $game_variables[YSA:
end
else
@shadow.visible = false
end
end
# Parallax
if @par != nil && @par_viewport != nil
if check_file("par")
@par.visible = $game_switches[YSA:
@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:
filename = YSA:
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA:
@par.bitmap = Cache.overlay(filename)
@current_par = $game_variables[YSA:
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'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 = $game_variables[Galv_Vis:
PACITYVAR]
zoom = [$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:
PACITYVAR] = 255
$game_variables[Galv_Vis::SIZEVAR] = 100
end
end
class Game_Interpreter
def visimage(img)
$game_system.visimage = img
SceneManager.scene.spriteset.dispose_visrange
end
end
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.0
#------------------------------------------------------------------------------#
# 2013-05-31 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script can make the player only able to see in a certain radius around
# themself. The rest is darkness. This size and opacity of this darkness is
# controlled using variables and turned on/off using a switch.
#
# Put this script below Materials and above main.
# Requires an image that can be found in the demo on galvs-scripts.com. Images
# for this script go in your /Graphics/System folder.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALL
#------------------------------------------------------------------------------#
# visimage("ImageName") # Can change the image used
#------------------------------------------------------------------------------#
($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 = $game_variables[Galv_Vis:
zoom = [$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:
$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