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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 by ???nOBodY???

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xd465

 

Agreed. Now we just need someone like, ohhh....... IceDragon, to port his ABS to Ace.

 

Ally

 

Thanks! :lol:

 

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 by ???nOBodY???

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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)

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Well now, try replacing the Game_Map class section:

 

 

 

 

 

#==============================================================================
# â–  Game_Map
#------------------------------------------------------------------------------
#  マップを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚スクロールや通行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•ã‚Œã¾ã™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€‚スクロールや通行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•ã‚Œã¾ã™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 by ???nOBodY???

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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!

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....... 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.

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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

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@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...

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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.

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