Tsukihime 1,487 Posted September 13, 2013 (edited) This script allows you to have characters on your map start flashing. You can choose how long the flash should be and the color of the flash, as well as the number of times it will flash. If the character flashes more than once, then it will flash at a constant rate specified by the duration. Note that if a character will flash endlessly, you must explicitly turn off the flash. Here is an example of an endless flash at 120 frame intervals Download Get it at Hime Works! Edited February 18, 2014 by Tsukihime 5 dbchest, Rycochet, KayDgirl91 and 2 others reacted to this Share this post Link to post Share on other sites
KayDgirl91 99 Posted September 13, 2013 This is genius! A much better, cleaner way to mark NPC's that are important, compared to having an animation bubble above their head. Nice script Tsukihime! Share this post Link to post Share on other sites
+ DarthVollis 59 Posted September 16, 2013 Can I use this script to make a character flash when that character's HP is low in an ABS? If so, how would I do this? If it helps I am using the Pearl ABS system. Share this post Link to post Share on other sites
KaylieMarie 9 Posted September 16, 2013 Love this script! <3 Just love it Share this post Link to post Share on other sites
Tsukihime 1,487 Posted September 16, 2013 Can I use this script to make a character flash when that character's HP is low in an ABS? If so, how would I do this? If it helps I am using the Pearl ABS system.You can use a parallel process common event that checks each actor's HP and then turn on the flashing using the appropriate script call, and turn it off when the HP is above a certain amount. I would not recommend the event route. Instead, I would modify the refresh method in Game_Actor to check HP and set the appropriate flash settings. Share this post Link to post Share on other sites
+ DarthVollis 59 Posted September 17, 2013 (edited) Can you explain how to do that please? I would also like to do it for enemies. Edited September 17, 2013 by DarthVollis Share this post Link to post Share on other sites
Lecode 34 Posted September 17, 2013 Very helpful, as always Share this post Link to post Share on other sites
Rycochet 9 Posted September 17, 2013 Planning an AD&D style game, including removing the whole battle system to do roguelike / mmo style in-map-battles - and this is a good way to make things more obvious, including the regular poison damage etc :-) Share this post Link to post Share on other sites
+ dbchest 160 Posted September 17, 2013 i agree. this would be a nice way to replace an entire screen flash when an actor is afflicted by poison, or taking damage on the map. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted September 17, 2013 (edited) Can you explain how to do that please? I would also like to do it for enemies. I said Game_Actor above but it's actually the Game_Character classes, each of which is associated with a particular actor/event on the map. class Game_Player alias :th_test_flash_update :update def update th_test_flash_update # less than 20%, start flashing red return unless actor if actor.hp < actor.mhp * 0.2 @flash_on = true @flash_loop = 0 @flash_duration = 60 @flash_color = Color.new(255, 0, 0, 255) # less than 50%, start flashing white elsif actor.hp < actor.mhp * 0.5 @flash_on = true @flash_loop = 0 @flash_duration = 60 @flash_color = Color.new(255, 255, 255, 255) # no flash else @flash_on = false end end end class Game_Follower alias :th_test_flash_update :update def update th_test_flash_update # less than 20%, start flashing red return unless actor if actor.hp < actor.mhp * 0.2 @flash_on = true @flash_loop = 0 @flash_duration = 60 @flash_color = Color.new(255, 0, 0, 255) # less than 50%, start flashing white elsif actor.hp < actor.mhp * 0.5 @flash_on = true @flash_loop = 0 @flash_duration = 60 @flash_color = Color.new(255, 255, 255, 255) # no flash else @flash_on = false end end end up to you to figure out how to do it for enemy characters. Edited September 17, 2013 by Tsukihime Share this post Link to post Share on other sites
+ DarthVollis 59 Posted September 17, 2013 (edited) Edit: Never mind, I figure it out. Instead of added it to a script just add it as a new script. Edited September 17, 2013 by DarthVollis Share this post Link to post Share on other sites
Maliki 33 Posted January 14, 2014 Would it be possible to make a solid color using this script? Would be a great way to make silhouettes! Share this post Link to post Share on other sites
Tsukihime 1,487 Posted January 18, 2014 I've tried setting it to really long durations (like, 5000), but it didn't seem to do anything, so flashing probably doesn't support it. Share this post Link to post Share on other sites
+ TBWCS 951 Posted January 18, 2014 That flashing color Awesome script Tsukihime. That was what I wanted to learn how to do, how the color works instead of the hex. Cool. Share this post Link to post Share on other sites
Maliki 33 Posted January 19, 2014 I've tried setting it to really long durations (like, 5000), but it didn't seem to do anything, so flashing probably doesn't support it. Ok. Thank you for looking into it. Share this post Link to post Share on other sites