Tenoukii 0 Report post Posted February 10, 2014 Heya guys... I'm after a script that shows an animation above the player graphic and plays an SE when there's an event nearby that the player needs to/can search for goodies. Something a bit like in FFIX :) Preferably able to set up in the event to be searched so that when the player walks next to it, it shows the indicator without the need for countless numbers of events surrounding the searchable. If anyone can help, I'll be forever greatful! Share this post Link to post Share on other sites
Marked 197 Report post Posted February 11, 2014 Dude like 5 years ago I saw something like this in a demo showcasing several scripts of this particular scripter. It was called sephirothspawn's playground or something like that. Back in the day, he was the scripter. Pretty sure he has a family and got over it and hasn't been seen for years Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted February 11, 2014 I've scoured google, but can find no hints. Any ideas as to search terms that might lead me to it? Share this post Link to post Share on other sites
Saltome 16 Report post Posted February 11, 2014 Heh, you need to stop with the script requests I can't keep up. When Mark said he has seen such a script I was almost happy... Until I realized it's lost, still the name sounds familiar. ... man something about diving into the obscurity of lost history, broken developer hopes and dead links really churns my guts. I couldn't find anything in particular, but it seems that he has a kingdom hearts script on the Creation asylum website, if anything it's the kind of script where such a feature would be available, unfortunately the website requires registration to download from their topics, and I'd rather die over registering to a site that does that, let alone actually join it for good. Share this post Link to post Share on other sites
Marked 197 Report post Posted February 11, 2014 Yeah he was a mod at creation asylum and the very old rmxpu.net. In fact, noob saibot has a DB backup of that old site I believe. Still, the file is almost certainly been deleted from whatever filehost it once lived at Share this post Link to post Share on other sites
Marked 197 Report post Posted February 11, 2014 #foundit http://www.creationasylum.net/forum/index.php?showtopic=12209 The demo is down because it was hosted on a site that is long long down. It's possible our old friend Noob could help, but I doubt it. Another thing to try it looking at this scripters topics on CA. Go to her profile, and select options on the left sidebar to view his topics: http://www.creationasylum.net/forum/index.php?showuser=398 Share this post Link to post Share on other sites
Saltome 16 Report post Posted February 11, 2014 Lol, shame on you Mark, double posting when you are the owner. That's a whole new level of law breaking. I guess the request will have to be fulfilled the hard way. Maybe later. After cramming my brain with the bad inconsistent coding of some people I need a break to unload. Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted February 11, 2014 Don't worry about it if you cba... I've searched for the Testbed but can't find it anywhere, just a load of dead links :/ I can always just revert to plan B which is chests that can be easily seen. I just wanted to add like search options for shelves and dig sites, but I'm fairly sure I can live without it ^^ Share this post Link to post Share on other sites
diagostimo 11 Report post Posted February 12, 2014 this is the only thing I have ever seen around that sounds something like what you want http://forum.chaos-project.com/index.php?PHPSESSID=8701052108fcf7cf7330cd1fae16c62c&topic=9670.0 however its only an icon that is displayed above interact-able events Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted February 12, 2014 (edited) That looks perfect actually... I don't know why I didn't think about having it over the actual event! You are a genius! Thanks ^^ EDIT: Slight issue with it... The icon appears to being getting stuck to the screen after I've interacted with the interact-able event. It stays constantly but scrolls with the screen. After the next incredibly talented writer of computer language tells me how indeed I may fix this, it is the perfect script! Edited February 12, 2014 by Tenoukii Share this post Link to post Share on other sites
Saltome 16 Report post Posted February 12, 2014 (edited) 8 hours later... #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+# Event Proximity Icons# Author: ForeverZer0# Modder: Saltome# Version: 1.5# Date: 12.02.2014#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+## Introduction:# This script will allow you to have various icons appear over events' heads# when the player gets within a certain range of them, and the appropriate# tag is found asa comment in their page.## Features:# - Easy to use# - Can use any number of custom tags you want# - Adjustable coordinates for icons# - Adjustable cycle times for changing icons# - Adjustable proximity before icons show# - Icons transition in/out smoothly# - Can use glow feature instead of icons# - Set custom glow color and speed## Instructions:# - See configuration below.# - Make sure all icons are located in Graphics/Pictures directory## Credits:# - ForeverZer0, for the script# - Zexion, for requesting it# - Taiine, for her constant reminders to add Blizz-ABS compatibility ;)###+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+# BEGIN CONFIGURATION#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+TAGS = ['TALK', 'SEARCH', 'ATTACK']# These are th codes that will be searched for in event page commentsICONS = ['talk', 'search', 'attack']# These are the filenames of the respective codes, located in Pictures folderPROXIMITY = 3# The number of tiles away the player must be to event to show the icons.CYCLE_TIME = 2# The number of seconds before the icon cycles to the next one (if available)ICON_OFFSET = [0, -8]# The offset of the icon coodinates, adjust to your icon size# [X_OFFSET, Y_OFFSET]GLOW_ONLY = false# Set to true to have sprites glow when within range instead of using iconsGLOW_COLOR = Color.new(255, 255, 200, 128)# The color of the glow. (RED, GREEN, BLUE, ALPHA)GLOW_SPEED = 40# The glow speed. 40 = 1 secondALWAYS_ON_TOP = false# Set to true if icons always display over everything else.#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+# END CONFIGURATION#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+#===============================================================================# ** Game_Map#===============================================================================class Game_Mapattr_accessor :proximity_dataalias zer0_proximity_setup setupdef setup(map_id)@proximity_data = {}zer0_proximity_setup(map_id)endend#===============================================================================# ** Game_Event#===============================================================================class Game_Eventattr_reader :erasedattr_reader :pagealias zer0_proximity_init initializedef initialize(map_id, event)# Normal method$game_map.proximity_data[event.id] = [false, []]zer0_proximity_init(map_id, event)# A little extra work now, but it greatly reduces the number of checks later# @event.pages.each {|page| page.list.each {|command|# if [108, 408].include?(command.code) &&# command.parameters.any? {|param| TAGS.include?(param) }# $game_map.proximity_data[@id][0] = true# end# }}@page.list.each {|command|if [108, 408].include?(command.code) &&command.parameters.any? {|param| TAGS.include?(param) }$game_map.proximity_data[@id][0] = trueend}refreshend# alias zer0_proximity_tag_refresh refresh# def refresh# # Call normal refresh method# zer0_proximity_tag_refresh# # Check current page# if !GLOW_ONLY && $game_map.proximity_data[@id][0] && @page != nil# if !GLOW_ONLY && @page != nil# # Set default values# $game_map.proximity_data[@id] = [false, []]# # Iterate commands and check if tag is present. If so, set respective flag# @page.list.each {|command|# if [108, 408].include?(command.code) &&# TAGS.include?(command.parameters[0])# $game_map.proximity_data[@id][0] = true# $game_map.proximity_data[@id][1].push(command.parameters[0])# end# }# end# endend#===============================================================================# ** Sprite_Character#===============================================================================class Sprite_Characteralias zer0_proximity_tag_init initializedef initialize(viewport, character = nil)# Check if the sprite is that of an event, and has iconsif character.id != 0flag = $game_map.proximity_data[character.id][0]if character.is_a?(Game_Event) && flagif ALWAYS_ON_TOPtopview = Viewport.new(0, 0, 640, 480)topview.z = 9999end# Initialize sprite and bitmaps@icon_sprite = ALWAYS_ON_TOP ? Sprite.new(topview) : Sprite.new(viewport)@icon_sprite.opacity = @icon_index = 0endend# Normal initialize methodzer0_proximity_tag_init(viewport, character)endalias zer0_proximity_tag_upd updatedef update# Normal update methodzer0_proximity_tag_upd# Update the icons if neededif ![nil, 0].include?(@character.id)if @character.is_a?(Game_Event)if !GLOW_ONLY && @character.page != nil #&& @character.page !=nil# Set default values$game_map.proximity_data[@character.id] = [false, []]# Iterate commands and check if tag is present. If so, set respective flag@character.page.list.each {|command|if [108, 408].include?(command.code) &&TAGS.include?(command.parameters[0])$game_map.proximity_data[@character.id][0] = true$game_map.proximity_data[@character.id][1].push(command.parameters[0])end}endGLOW_ONLY ? update_glow : update_iconsendendenddef update_glowif !$game_map.proximity_data[@character.id][0]returnend# Check proximity, then set flash if within range.range_x = @character.x - $game_player.xrange_y = @character.y - $game_player.yrange = Math.hypot(range_x, range_y).absif range <= PROXIMITY && Graphics.frame_count % GLOW_SPEED == 0self.flash(GLOW_COLOR, GLOW_SPEED)endenddef update_iconsif !$game_map.proximity_data[@character.id][0]returnend# Return if no icons exist for page, or set icon if none is definedif $game_map.proximity_data[@character.id][1].empty?returnelsif @icon_sprite.bitmap == nilicon_name = $game_map.proximity_data[@character.id][1][0]@icon_sprite.bitmap = RPG::Cache.picture(icon_name)endif @character.erased@icon_sprite.opacity =0returnendbw = bh = 0# Calculate width and height of icon and figure into the coordinatesif @icon_sprite.bitmap != nilbw = ((self.bitmap.width / 4) - @icon_sprite.bitmap.width) / 2by = -@icon_sprite.bitmap.heightend# Set coordinates of icon relative to sprite@icon_sprite.x = (self.x - self.ox) + bw + ICON_OFFSET[0]@icon_sprite.y = (self.y - self.oy) + bh + ICON_OFFSET[1]# Check range, fading in/out smoothly as neededif $BlizzABSpix = $BlizzABS.pixelchar_x, char_y = @character.x, @character.yplayer_x, player_y = $game_player.x / pix , $game_player.y / pixif @character.is_a?(Map_Battler)char_x /= pixchar_y /= pixendelsechar_x, char_y = @character.x, @character.yplayer_x, player_y = $game_player.x, $game_player.yendrange_x = char_x - player_xrange_y = char_y - player_yrange = Math.hypot(range_x, range_y).abs@icon_sprite.opacity += (range <= PROXIMITY) ? 10 : -10# Cycle icon bitmap as neededif @icon_sprite.opacity > 0 && Graphics.frame_count % (CYCLE_TIME * 40) == 0size = $game_map.proximity_data[@character.id][1].size@icon_index = (@icon_index + 1) % sizeicon_name = $game_map.proximity_data[@character.id][1][@icon_index]@icon_sprite.bitmap = RPG::Cache.picture(icon_name)endendalias zer0_proximity_icon_dispose disposedef dispose# Disposed the icon spriteif @icon_sprite != nil && !@icon_sprite.disposed?@icon_sprite.disposeendzer0_proximity_icon_disposeendend You can remove the icon either by using the erase event command, or simply by changing the event page. There is a slight delay before the icon changes, after it changes pages, but it shouldn't be much of a problem. Edited February 12, 2014 by Saltome Share this post Link to post Share on other sites