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Lil' Yami

Overlay Mapping

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Hello. I'm trying to get this script, but, whenever I click on the link, I get an error from Dropbox, saying:

 

"Error (509)

This account's public links are generating too much traffic and have been temporarily disabled!"

 

Since it says "temporarily", I thought it would go away soon... And that was a few days ago. Is it possible to post the script here on the forum/another site or perhaps send it as an e-mail to me? I'd really appreciate it!

 

PS - I thought about downloading the demo and getting the script from it, but I get another error, saying that the resource could not be found... :(

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The dropbox links seem to be dead for both this and the Basic Module. Would it be possible for anyone to post the scripts directly? :)

Sorry man, I have only this version if it's old

 

 

 

#==============================================================================
# 
# â–¼ 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

#==============================================================================
# â–¼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.29 - Bugfix for transfer.
# 2011.12.10 - Started and Finished Script.
#
#==============================================================================
# â–¼ 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.
# 
#==============================================================================
# â–¼ 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 = 1        # Turn on/off light layer
    SHADOW_SWITCH = 2       # Turn on/off shadow layer
    PARALLAX_SWITCH = 3     # Turn on/off parallax layer
    GROUND_SWITCH = 4       # 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 = 2      # Switch to another light
    SHADOW_VARIABLE = 2     # Switch to another shadow
    PARALLAX_VARIABLE = 1   # Switch to another parallax
    GROUND_VARIABLE = 1     # 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 = 128
    SHADOW_OPACITY = 96
  end #OVERLAY
end # YSA

#==============================================================================
# â–¼ 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.
#==============================================================================

#==============================================================================
# â–  Cache
#==============================================================================

module Cache
  
  #--------------------------------------------------------------------------
  # new method: overlay
  #--------------------------------------------------------------------------
  def self.overlay(filename)
    load_bitmap("Graphics/Overlay/", filename)
  end
  
end # Cache

#==============================================================================
# â–  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

#==============================================================================
# â–  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

#==============================================================================
# â–  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

#==============================================================================
# 
# â–¼ End of File
# 
#==============================================================================

 

 

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I just realized I can render a shadow layer as well in POV-Ray.

 

I still don't understand the instructions, though.

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Same as JohnLivingStone, the links in the blog are broken and I haven't found alternative sources. (Curiously, Victor's Scripts links are down as well) Does anyone know another place to get Yami Overlay Mapping? (script and demo :B Not to be too picky withe request, but demos really help avoid asking dumb questions later).

Thanks! 

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Hey i really need this, is there a another demo of this? the current link is broken, both :/ .. hope to hear from you thank alot.

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Hey i really need this, is there a another demo of this? the current link is broken, both :/ .. hope to hear from you thank alot.

Demo and newest version of this script here

  • Like 3

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Konichiwa, Yami-chan, I'm really impressed by the work you've done and I tried downloading the script though I wasn't able due to your url being disabled for now and I couldn't download the demo... could you perhaps post the script with the instructions... Thank you ^^

-A Weeabo

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Thank you Kawaii!!  and wow this has been so long time i've had a big break from RPGMaker for a time. 

 

Awesome script Yami! :P

Edited by Fallun

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Yami Sensei, Thank you so much for making such amazing scripts! You really bring meaning to my rmvx ace project! Thank you so much! For all of the scripts Especially Symphony! And here I google something else I need and I see your kawaii Icon lol. Wow I want to make a cool game and share it with everyone on the site! I hope I can make something decent for everyone!

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