RayChan 5 Posted July 15, 2014 i found the post in completed scripts but the download from the post and her website seen to give me a dropbox error so if anyone has the demo or the script it'd be really helpful. Share this post Link to post Share on other sites
Ultim 4 Posted July 17, 2014 Here's the script : #==============================================================================## 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 YSAmodule 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 layerSHADOW_SWITCH = 2 # Turn on/off shadow layerPARALLAX_SWITCH = 3 # Turn on/off parallax layerGROUND_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 lightSHADOW_VARIABLE = 2 # Switch to another shadowPARALLAX_VARIABLE = 1 # Switch to another parallaxGROUND_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 prefixSHADOW = "shadow" # Shadow layer's filename prefixPARALLAX = "par" # Parallax layer's filename prefixGROUND = "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 = 255PARALLAX_OPACITY = 255LIGHT_OPACITY = 128SHADOW_OPACITY = 96end #OVERLAYend # 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)endend # Cache#==============================================================================# â– DataManager#==============================================================================module DataManager#--------------------------------------------------------------------------# alias method: setup_new_game#--------------------------------------------------------------------------class < def self.setup_new_gameovm_setup_new_gamesetup_overlay_mappingend#--------------------------------------------------------------------------# 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] = 1endend # DataManager#==============================================================================# â– Spriteset_Map#==============================================================================class Spriteset_Map#--------------------------------------------------------------------------# alias method: initialize#--------------------------------------------------------------------------alias overlay_initialize initializedef initializeoverlay_initializecreate_overlay_mapupdateend#--------------------------------------------------------------------------# 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_sfilename += "-" + $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_mapw = Graphics.widthh = 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_OPACITYend#--------------------------------------------------------------------------# alias method: dispose_parallax#--------------------------------------------------------------------------alias overlay_dispose_parallax dispose_parallaxdef dispose_parallaxoverlay_dispose_parallaxdispose_overlay_mapend#--------------------------------------------------------------------------# 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.disposeend#--------------------------------------------------------------------------# alias method: update_parallax#--------------------------------------------------------------------------alias overlay_update_parallax update_parallaxdef update_parallaxoverlay_update_parallax# Parallaxif @ground != nilif 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.toneif @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]filename = YSA::OVERLAY::GROUNDfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s@ground.bitmap = Cache.overlay(filename)@current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]endelse@ground.visible = falseendend# Lightif @light != nil && @light_viewport != nilif 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_colorif @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]filename = YSA::OVERLAY::LIGHTfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s@light.bitmap = Cache.overlay(filename)@current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]endelse@light.visible = falseendend# Shadowif @shadow != nil && @shadow_viewport != nilif 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_colorif @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]filename = YSA::OVERLAY::SHADOWfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s@shadow.bitmap = Cache.overlay(filename)@current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]endelse@shadow.visible = falseendend# Parallaxif @par != nil && @par_viewport != nilif 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_colorif @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]filename = YSA::OVERLAY::PARALLAXfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s@par.bitmap = Cache.overlay(filename)@current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]endelse@par.visible = falseendendendend # Spriteset_Map#==============================================================================# â– Scene_Map#==============================================================================class Scene_Map < Scene_Base#--------------------------------------------------------------------------# alias method: post_transfer#--------------------------------------------------------------------------alias overlay_post_transfer post_transferdef post_transfer@spriteset.dispose_overlay_map@spriteset.create_overlay_map@spriteset.updateoverlay_post_transferendend # Scene_Map#==============================================================================## â–¼ End of File##============================================================================== ;> Share this post Link to post Share on other sites
RayChan 5 Posted July 18, 2014 cant seem to make it work Share this post Link to post Share on other sites
Ultim 4 Posted July 18, 2014 @RayChan : Weird.I took it from my game without any editing.And it actually works in my project. Share this post Link to post Share on other sites
RayChan 5 Posted July 18, 2014 (edited) Oh I ment I don't know how to use it even though I read it all not that the script is not working Edited July 18, 2014 by RayChan Share this post Link to post Share on other sites
Ultim 4 Posted July 18, 2014 (edited) Using the Google Search,I found this thread.It may help http://forums.rpgmakerweb.com/index.php?/topic/27624-yami-hanzos-script-help/ If have any more problems,I'll try to search deeper in Google Edited July 18, 2014 by Ultim1337Gamer Share this post Link to post Share on other sites
RayChan 5 Posted July 19, 2014 Thanks helped me alot Share this post Link to post Share on other sites
Ultim 4 Posted July 19, 2014 @RayChan : You're welcome. Share this post Link to post Share on other sites
amerk 1,122 Posted July 23, 2014 Closed since this has been resolved. Share this post Link to post Share on other sites