02-21-2012, 04:53 AM
This is NOT a bump, but a revelation for users of RPGMaker VX.
A surprise occurred as a member of House Slashers, Lysop, discovered that most of the functions of View Range v3Delta actually worked with RPGMaker VX.
OMG, the script is cross-platform!!!! I gotta change this script's flag to BOTH!
For both RPGMaker XP and RPGMaker VX, it lets events find another event or the player within a certain range, and impassible tiles can block an event's view of its target if the 'block' parameter in the event viewing call is set to true.
IE:
$view_range.enemies_view(2, 12, 14, nil, true)
Lets event #2 see the player if it's within 12 tiles, but only if there are no impassible tiles blocking.
-and-
$view_range.enemies_view(2, 12, 14, nil)
Lets event #2 see the player if it's within 12 tiles regardless of impassible tiles
The only thing necessary for View Range to fully function with RPGMaker VX is a bit of editing so the Event Sound feature can function.
Normally, and with RPGMaker XP, it runs some statements within the Game_System class. These statements were removed from RPGMaker VX. But if you paste the below code into RPGMaker VX, you restore these methods that the Event Sound feature uses without any conflicts or side effects.
A surprise occurred as a member of House Slashers, Lysop, discovered that most of the functions of View Range v3Delta actually worked with RPGMaker VX.
OMG, the script is cross-platform!!!! I gotta change this script's flag to BOTH!
For both RPGMaker XP and RPGMaker VX, it lets events find another event or the player within a certain range, and impassible tiles can block an event's view of its target if the 'block' parameter in the event viewing call is set to true.
IE:
$view_range.enemies_view(2, 12, 14, nil, true)
Lets event #2 see the player if it's within 12 tiles, but only if there are no impassible tiles blocking.
-and-
$view_range.enemies_view(2, 12, 14, nil)
Lets event #2 see the player if it's within 12 tiles regardless of impassible tiles
The only thing necessary for View Range to fully function with RPGMaker VX is a bit of editing so the Event Sound feature can function.
Normally, and with RPGMaker XP, it runs some statements within the Game_System class. These statements were removed from RPGMaker VX. But if you paste the below code into RPGMaker VX, you restore these methods that the Event Sound feature uses without any conflicts or side effects.
Code:
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Play Background Sound
# bgs : background sound to be played
#--------------------------------------------------------------------------
def bgs_play(bgs)
@playing_bgs = bgs
if bgs != nil and bgs.name != ""
Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch)
else
Audio.bgs_stop
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Fade Out Background Sound
# time : fade-out time (in seconds)
#--------------------------------------------------------------------------
def bgs_fade(time)
@playing_bgs = nil
Audio.bgs_fade(time * 1000)
end
#--------------------------------------------------------------------------
# * Get Playing Background Sound
#--------------------------------------------------------------------------
def playing_bgs
return @playing_bgs
end
end