???nOBodY??? 30 Posted December 11, 2011 (edited) Eagle Vision by ???nOBodY??? Description:# "Eagle Vision" is a supernatural ability that certain lineages of assassins# possess, like those of Marcus Junius Brutus, and Altair Ibn-La'Ahad. The user# is able to instinctively sense how people and objects relate to him, which# manifests as both colored and glowing, similar to that of an aura seen by a# person's "mind's eye". This ability is known to only be accessible to the# descendants and bloodlines of the humans that paired with Those Who Came Before.## For those who have played the Assassin's Creed series, the term "Eagle Vision"# should be somewhat familiar. The purpose of this scriptlet, is mainly to modify# the behavior of another, in order to create a semi-customizable "Eagle Vision"# effect. Namely, with screen tinting.How to use:# Use the following script call:## eagle_vision_effect(a,b,c,d,e,f,g,h,i)## Where a is the Game_Screen to use (the second one's for eagle vision effect);# either 0 (default) or 1 (second one).# Where b is the R RGB color value.# Where c is the G RGB color value.# Where d is the B RGB color value.# Where e is the grayscale value.# Where f is the duration; in frames (default = 60)# Where g is a boolean determining whether or not to wait for the duration# Where h is the intensity value.# Can be 1 or 2. 1 gives grayscale a pos value. 2 gives grayscale a neg value.# Where i is the hue value.# Can be 1 or 2. 1 gives b,c,d a pos value. 2 gives b,c,d a neg value.Credits:# All of my scripts or snippets or whatever you'd like to call them, are free to use in noncommercial projects. If you want to go# commercial, PM me.## -???nOBodY???Link to Script ACE_ProjectScriptDev.zip Edited January 25, 2013 by ???nOBodY??? 1 DoctorArtist reacted to this Share this post Link to post Share on other sites
Rosenblack 79 Posted December 11, 2011 Nice script, *Added to the Master Script List* Share this post Link to post Share on other sites
???nOBodY??? 30 Posted December 11, 2011 Now we just need Thomas Edison, and the guards'll be able to glow red or blue or whatevr. Share this post Link to post Share on other sites
87uhgb2 0 Posted December 12, 2011 Do you think you could post a screen shot of the script in action? Share this post Link to post Share on other sites
xd465 4 Posted December 13, 2011 this sounds really nice it'd be perfect for ABS Share this post Link to post Share on other sites
???nOBodY??? 30 Posted December 14, 2011 (edited) xd465 Agreed. Now we just need someone like, ohhh....... IceDragon, to port his ABS to Ace. Ally Thanks! 87uhgb2 Well, uh... I could... but what would I be taking a screenshot of? Screen tinting? That's all it really does. It tints the screen using a new class that's a copy of the default Game_Screen class, which allows scripts like Thomas Edison to continue giving off their colored lights while everything else turns to grayscale. After Ace comes out, I might port Thomas Edison, and put together a quick demo demonstrating this, but for now... meh. I'm unmotivated to take a screenshot of such basic functions. (screen tinting is also an event command, except it uses the default Game_Screen class, not my Game_Screen_EV class) Edited December 16, 2011 by ???nOBodY??? Share this post Link to post Share on other sites
87uhgb2 0 Posted December 15, 2011 Alright thank's then, keep up the good work. Share this post Link to post Share on other sites
burandon 16 Posted January 6, 2012 Its not working for me. I can't even test it because it keeps giving an error when I start a New Game Script 'Scene_Map' line 88: ArgumentError ocurred. wrong number of arguments (1 for 0) Share this post Link to post Share on other sites
???nOBodY??? 30 Posted January 6, 2012 ... Well? What is that line? >.> Share this post Link to post Share on other sites
burandon 16 Posted January 6, 2012 ... Well? What is that line? >.> $game_map.update(false) Share this post Link to post Share on other sites
???nOBodY??? 30 Posted January 9, 2012 (edited) Well now, try replacing the Game_Map class section: #============================================================================== # â– Game_Map #------------------------------------------------------------------------------ #  マップを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚スクãƒãƒ¼ãƒ«ã‚„通行å¯èƒ½åˆ¤å®šãªã©ã®æ©Ÿèƒ½ã‚’æŒã£ã¦ã„ã¾ã™ã€‚ # ã“ã®ã‚¯ãƒ©ã‚¹ã®ã‚¤ãƒ³ã‚¹ã‚¿ãƒ³ã‚¹ã¯ $game_map ã§å‚ç…§ã•れã¾ã™ã€‚ #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ◠公開インスタンス変数 #-------------------------------------------------------------------------- #attr_reader :screen # map screen state attr_reader :screen_ev # map screen state (ev) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias sz_ev_initialize initialize unless $@ def initialize @screen_ev = Game_Screen_EV.new sz_ev_initialize end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias sz_ev_update update unless $@ def update sz_ev_update @screen_ev.update end end with: #============================================================================== # â– Game_Map #------------------------------------------------------------------------------ #  マップを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚スクãƒãƒ¼ãƒ«ã‚„通行å¯èƒ½åˆ¤å®šãªã©ã®æ©Ÿèƒ½ã‚’æŒã£ã¦ã„ã¾ã™ã€‚ # ã“ã®ã‚¯ãƒ©ã‚¹ã®ã‚¤ãƒ³ã‚¹ã‚¿ãƒ³ã‚¹ã¯ $game_map ã§å‚ç…§ã•れã¾ã™ã€‚ #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ◠公開インスタンス変数 #-------------------------------------------------------------------------- #attr_reader :screen # map screen state attr_reader :screen_ev # map screen state (ev) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias sz_ev_initialize initialize unless $@ def initialize @screen_ev = Game_Screen_EV.new sz_ev_initialize end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias sz_ev_update update unless $@ def update(main = false) sz_ev_update(main = false) @screen_ev.update end end Seems I didn't take a close enough look at the changes from RGSS2 => RGSS3. Let me know if that fixes the problem. Edited January 9, 2012 by ???nOBodY??? Share this post Link to post Share on other sites
burandon 16 Posted January 9, 2012 This works to prevent the game from crashing. but when I try to activate the effect using this code in Call Script: eagle_vision_effect (1,90,120,150,90,60,false,2,2) My character freezes(only the main character) and I can't access menu or other things, and nothing happens! 1 Khaliid reacted to this Share this post Link to post Share on other sites
Khaliid 0 Posted February 26, 2012 Same happens to me... Would be a great feature in my game Share this post Link to post Share on other sites
???nOBodY??? 30 Posted March 8, 2012 Hmm... My apologies. I'll fix it after I get my copy of Ace. (same goes for further scripting from this moogle predator). 1 Rosenblack reacted to this Share this post Link to post Share on other sites
YoshiBit64 0 Posted June 21, 2012 It doesn't work... I can't even get it to start and the error waz Script 'Scene_Map' line 88: ArgumentError ocurred. Share this post Link to post Share on other sites
DarkPhoenix 0 Posted August 7, 2012 Did you your copy of Ace? Share this post Link to post Share on other sites
SirCumferance 28 Posted January 12, 2013 Anyone else getting any luck with this? I am gonna start just messing with stuff, see if I can get something besides frozen screen itis Share this post Link to post Share on other sites
???nOBodY??? 30 Posted January 23, 2013 ....... Um... I haven't been here in awhile... Surprised there's even people interested in this nonworking script. Even more surprised this hasn't been removed for that reason. But I have good news. I do indeed have a copy of Ace, and I will indeed see if I can fix this script for you guys. Share this post Link to post Share on other sites
SirCumferance 28 Posted January 23, 2013 Hurray!I messed around with it and got it 'working' but it was clearly not the way it was meant for. Looking forward to your revisions...um, nOBody Share this post Link to post Share on other sites
???nOBodY??? 30 Posted January 24, 2013 @SirCumferance - Probably not. Xd Oh, and take no notice of the strange spelling mechanics of my username. Nobody is fine. I wouldn't mind making an Ace demo if someone could link me to a Light Effect script or two... Share this post Link to post Share on other sites
SirCumferance 28 Posted January 24, 2013 (edited) http://arcthunder.com/en-awesome-light-effects/ Enjoy this one the most Edited January 24, 2013 by SirCumferance Share this post Link to post Share on other sites
???nOBodY??? 30 Posted January 25, 2013 Moment of stupidity; it's not that my code is faulty, it's that there's a teeny, tiny bug, that makes it appear as if it doesn't work. I've updated the pastebin link, but here is the fix: #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias sz_ev_update update unless $@ def update(main = false) sz_ev_update(true) @screen_ev.update end Replace the update method in the script with this one. There's several other, minor changes, so I still recommend grabbing the fixed one from pastebin, but yeah... Works fine now. I even uploaded a demo for you guys; it's essentially an edited version of the one Khas made for his Light Effects script. It doesn't work exactly the same as the VX version, mainly because that one relied heavily on Thomas Edison VX, and I didn't play around with Ace or the Light Effects script long enough to figure out what makes 'em tick. Basically, though, the VX one showed Light Effects in full color during screen tints done via Eagle Vision. Share this post Link to post Share on other sites
SirCumferance 28 Posted January 25, 2013 Yea, i think with Edison, didnt you tag an even to have it unaffected by lighting change or something? Share this post Link to post Share on other sites