Sailerius 16 Posted January 12, 2012 (edited) In RMXP, you had the ability to specify blending mode and opacity for each event. For some reason, this ability has been removed. This script restores this functionality by allowing you to change blending mode and opacity through a notetag in the event's name. #============================================================================== # # â–¼ SAI RMXP Blending Options v 1.0 # -- Last Updated: 2012.01.12 # -- Author: Bishop Myers ("Sailerius") # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["SAI-RMXPBlendingOptions"] = true #============================================================================== # â–¼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.12 - First release # #============================================================================== # â–¼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # In RMXP, you had the ability to specify blending mode and opacity for each # event. For some reason, this ability has been removed. This script attempts # to compensate by allowing you to change blending mode and opacity through # a notetag. # #============================================================================== # â–¼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save. # # This script adds the following notetags, which must be used in an event's # name. # <blend mode: x> # x must be one of 0, 1, or 2. 0 = normal; 1 = add; 2 = subtract # <opacity: y> # y must be 0-255 inclusive # #============================================================================== # â–¼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script should be fully compatible with any other well-written Ace # scripts, although I offer no guarantee of compatibility for scripts which # rewrite the Sprite_Character's initialization method. # #============================================================================== # â– Game_CharacterBase #============================================================================== class Game_CharacterBase #-------------------------------------------------------------------------- # * Allow writing to blend_type and opacity #-------------------------------------------------------------------------- attr_accessor :blend_type attr_accessor :opacity end #============================================================================== # â– Sprite_Character #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * alias method: initialize #-------------------------------------------------------------------------- alias :sprite_character_initialize_saiblendmodes :initialize def initialize(viewport, character = nil) sprite_character_initialize_saiblendmodes(viewport, character) # Don't bother with followers or vehicles if @character.instance_of?(Game_Event) # Parse the name for tags blend_regex = /<BLEND MODE: ((?:\d+,?\s*))>/i opacity_regex = /<OPACITY: ((?:\d+,?\s*))>/i blend_mode = @character.name.scan(blend_regex) opacity = @character.name.scan(opacity_regex) unless opacity.empty? # Get the value out of the nested arrays blend_mode = blend_mode.first.first # Set the blend mode @character.blend_type = blend_mode.to_i end unless blend_mode.empty? # Get the value out of the nested arrays opacity = opacity.first.first # Set the blend mode @character.opacity = opacity.to_i end end end end Edited January 12, 2012 by Sailerius 2 ShinGamix and lorddonk1 reacted to this Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted January 12, 2012 (edited) Oh, now that is sweet, i like that.. useful.. considering they did in fact remove all that stuff from Ace. I want to see more functions from older makers restored to be honest. Edited January 12, 2012 by Michael Ponder Jr Share this post Link to post Share on other sites
YF 146 Posted January 13, 2012 With no intentions of raining on anyone's parade: Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types. 4 Archeia, A., ShinGamix and 1 other reacted to this Share this post Link to post Share on other sites
Sailerius 16 Posted January 13, 2012 Yeah, that's doable, but as you mention, it occupies your custom moveroute slot. I also like using the name because it means you can easily tell which events use it from the editor without needing to open them. 1 CT Bolt reacted to this Share this post Link to post Share on other sites
ShinGamix 101 Posted January 13, 2012 Whoa I didnt know about either of these ways thank you!!! Share this post Link to post Share on other sites