magpie 0 Posted June 13, 2014 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... Share this post Link to post Share on other sites
JohnLivingston 0 Posted June 13, 2014 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? Share this post Link to post Share on other sites
Ronoke 20 Posted June 13, 2014 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 # #============================================================================== Share this post Link to post Share on other sites
Dilvish 7 Posted June 13, 2014 I just realized I can render a shadow layer as well in POV-Ray. I still don't understand the instructions, though. Share this post Link to post Share on other sites
Noender 0 Posted June 16, 2014 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! Share this post Link to post Share on other sites
Fallun 0 Posted June 17, 2014 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. Share this post Link to post Share on other sites
kawaii 4 Posted June 17, 2014 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 3 Share this post Link to post Share on other sites
Noender 0 Posted June 18, 2014 Hey Thank you Kawaii...!! Share this post Link to post Share on other sites
blackalchemist 21 Posted July 5, 2014 This is the most user full think ever created, Thanks so much for your effort. Share this post Link to post Share on other sites
AFellowWeeabo 0 Posted August 22, 2014 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 Share this post Link to post Share on other sites
Fallun 0 Posted March 20, 2015 (edited) 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! Edited March 20, 2015 by Fallun Share this post Link to post Share on other sites
tripnmusic 9 Posted July 20, 2015 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! Share this post Link to post Share on other sites