Hero Stuff
Version 1.o
Version 1.o
![[Image: g101_hero_stuff5.gif]](https://s4.gifyu.com/images/g101_hero_stuff5.gif)
Introduction
When you're in the game to save the world... 
save time by not having to switch to other menus, 
save buttons by assigning two buttons to make things work, 
heck save the leader with low health by trading places and give the heroes in your party a chance to prove their worth!
How can one do this? (you faintly hear inside your mind) Well if you got RMXP ... then you can do it with HERO STUFF!
These are just a few of my old scripts that got a make over (and boy did I find many lines of useless code)
May the RMXP torch stay brightly lit! ~ enjoy ^,^
Features
These are just a few of my old scripts that got a make over (and boy did I find many lines of useless code)
May the RMXP torch stay brightly lit! ~ enjoy ^,^
Features
1 demo, 3 scripts.
all scripts can be disabled by game switch
Swap Leader - once made for XAS now just for RMXP
Double Tap to Dash and Blur... - it will live up to it's name
Hero Mini Hud - it's a hud, that's mini, and appears right above the hero
Demo
Hero Mini Hud v3
Code:
################################################################################
# [RMXP] Hero Mini HUD v3.0 by gameface101 3/26/2011 - 3/8/21
# 
# www.gameface101.com remembering and giving thanks to: 
# Hackel, mr_wiggles, albertfish and LiTTleDRAgo for RGSS support in the past
# and inspiration for script into the future
#===============================================================================
# RMXP Instructions:
# Open Script Database (F11) Copy and Paste this Script above Main
#
# setup options in the module
################################################################################
module G101_hmh
#[control options]==============================================================
  HMH_OFF = 101 #disabled when this switch is true/on
  PRESS_HOLD = Input::L #hold to enable
  TRIGGER_HUD = Input::R #press to activate
  HMH_VISI = false #set true to begin visible
#[display options]==============================================================
  HMH_O = 255 #content opacity
  HMH_SKIN_O = 0 #skin opacity
  HMH_X = 0 #horizontal position
  HMH_Y = 110 #vertical position
  HMH_W = 80
  HMH_H = 80
#[name settings]================================================================
  HERO_NAME = true
  NAME_SIZE = 18
  N_X = 0
  N_Y = 0
  N_Z = 3000
#[hp bar settings]==============================================================
  HP_ON = true
  HP_X = 20
  HP_Y = 16
  HP_WID = 36
  HP_HET = 4
#[special bar settings]=========================================================
  SP_ON = true
  SP_X = 2
  SP_Y = 22
  SP_WID = 36
  SP_HET = 4
#[experience bar settings]======================================================
  EXP_ON = true
  EXP_X = 2
  EXP_Y = 28
  EXP_WID = 36
  EXP_HET = 4
end
################################################################################
#===============================================================================
# ■ Window_Base
#===============================================================================
class HMini_Hud < Window_Base
  include G101_hmh
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------   
  def initialize
      super($game_player.screen_x,$game_player.screen_y,160,80)
      self.visible = (HMH_VISI)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = "Impact"
      self.contents.font.size = 32
      self.z = 3000
      self.opacity = HMH_SKIN_O
      self.contents_opacity = HMH_O
      @old_name = ''
      @old_hp = @old_sp = @old_exp = @hr = 0
      @name_sprite = Sprite.new
      @name_sprite.bitmap = Bitmap.new(132, 132)
      @name_sprite.z = 5000
      @name_sprite.bitmap.font.name = self.contents.font.name
      @name_sprite.bitmap.font.size = self.contents.font.size
      @name_sprite.visible = self.visible
      refresh
    end
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------    
  def refresh
    actor = $game_party.actors[0]
    return if @old_hp == actor.hp
    self.contents.clear
    if HERO_NAME && @old_name != actor.name
      @old_name = actor.name
      @name_sprite.bitmap.clear
      @name_sprite.bitmap.font.size = NAME_SIZE
      @name_sprite.bitmap.font.color.set(0, 0, 0)#hemming
      @name_sprite.bitmap.draw_text(N_X - 1, N_Y - 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X - 1, N_Y + 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X + 1, N_Y - 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X + 1, N_Y + 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.font.color = normal_color #white
      @name_sprite.bitmap.draw_text(N_X, N_Y, 160, 32, actor.name, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------   
  def update
    super
    @name_sprite.x = $game_player.screen_x - self.width / 8 + 2
    @name_sprite.y = $game_player.screen_y - self.width / 2 - 26
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------   
  def dispose
    super
    @name_sprite.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Toggle visibility
  #--------------------------------------------------------------------------   
  def vis=(val)
    self.visible = val
    @name_sprite.visible = self.visible
  end
  
end #end Window_Base class
#===============================================================================
# ■ Scene_Map
#===============================================================================
class Scene_Map
 include G101_hmh
 
  alias hmini_hud_main main
  alias hmini_hud_update update
  #--------------------------------------------------------------------------
  # ● Main
  #--------------------------------------------------------------------------
  def main
    layout
    hmini_hud_main
    [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud,@STMini_Hud,
    @CHMini_Hud].each {|i| i.dispose if i != nil && !i.disposed?}
  end
 
  #--------------------------------------------------------------------------
  # ● Layout
  #--------------------------------------------------------------------------
  def layout
  @HMini_hud  = HMini_Hud.new
  @HPMini_hud  = HPMini_Hud.new
  @SMini_Hud  = SMini_Hud.new
  @XPMini_Hud = XPMini_Hud.new
  end
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------
  def update
    @HMini_hud.update
 unless $game_switches[HMH_OFF] == true   
    if @HMini_hud.visible and
      Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
        @HMini_hud.vis = @HMini_hud.visible  = false
        $game_system.se_play(RPG::AudioFile.new("", 100, 100))
    elsif !@HMini_hud.visible and
      Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
        @HMini_hud.vis = @HMini_hud.visible  = true
        $game_system.se_play(RPG::AudioFile.new("", 100, 100))
      end
   end   
    
   [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.visible = @HMini_hud.visible}
    hmini_hud_update
    #center window according to hero position
    @HMini_hud.x = $game_player.screen_x - @HMini_hud.width / 2
    #place window above actor
    @HMini_hud.y = $game_player.screen_y - HMH_Y
    [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.x = @HMini_hud.x}
    [@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.y = @HMini_hud.y}
    
    if @HMini_hud.visible == true
      [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.update}
      [@HMini_hud,@HPMini_hud,@SMini_Hud,@XPMini_Hud].each {|i| i.refresh}
    end
  end
  
end #end Scene_Map class
#===============================================================================
# ■ Window_Base
#===============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● Draw bars
  #--------------------------------------------------------------------------
  def draw_hmini_hud_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255),
      end_color = Color.new(255, 255, 60, 255))
#-------------------------------------------------------------------------------
    for i in 0..height
      self.contents.fill_rect(x, y + height - i, width +1, 1,
      Color.new(50, 50, 50, 255))
    end
#-------------------------------------------------------------------------------
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x, y + height, width, 1, Color.new(r, b, g, a))
    end
#-------------------------------------------------------------------------------
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height -1)
      r = bar_color.red * (width - i) / width + end_color.red * i / width
      g = bar_color.green * (width - i) / width + end_color.green * i / width
      b = bar_color.blue * (width - i) / width + end_color.blue * i / width
      a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
      self.contents.fill_rect(x + i, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end
#===============================================================================
# ■ HP window/bar
#===============================================================================
class HPMini_Hud < Window_Base
  include G101_hmh
  
  #--------------------------------------------------------------------------
  # ● HP initialize
  #--------------------------------------------------------------------------
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
    self.visible = (HMH_VISI)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMH_SKIN_O
    self.contents_opacity = HMH_O
    refresh
  end
  #--------------------------------------------------------------------------
  # ● HP refresh
  #--------------------------------------------------------------------------
  def refresh
    actor = $game_party.actors[0]
    return if @old_hp == actor.hp
    self.contents.clear
    self.opacity = HMH_SKIN_O
    self.contents_opacity = HMH_O
    if HP_ON == true
      @old_hp = actor.hp
      hpx = self.width / 4 + 5
      draw_hmini_hud_bar(hpx,HP_Y,actor.hp,
      actor.maxhp,HP_WID,HP_HET,Color.new(250,50,0,255),
      Color.new(255,100,50,255))
    end
  end
end
#===============================================================================
# ■ SP window/bar
#===============================================================================
class SMini_Hud < Window_Base
  include G101_hmh
  #--------------------------------------------------------------------------
  # ● SP initialize
  #--------------------------------------------------------------------------
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
    self.visible = (HMH_VISI)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMH_SKIN_O
    self.contents_opacity = HMH_O
    refresh
  end
  #--------------------------------------------------------------------------
  # ● SP refresh
  #--------------------------------------------------------------------------
  def refresh
    actor = $game_party.actors[0]
    return if @old_sp == actor.sp
    self.contents.clear
    self.opacity = HMH_SKIN_O
    self.contents_opacity = HMH_O
    if SP_ON == true
      @old_sp = actor.sp
      spx = self.width / 4 + 5
      draw_hmini_hud_bar(spx,SP_Y,actor.sp,
      actor.maxsp,SP_WID,SP_HET,Color.new(0,50,250,255),
      Color.new(50,100,255,255))
    end
  end
end
#===============================================================================
# ■ XP window/bar
#=============================================================================== 
class XPMini_Hud < Window_Base
  include G101_hmh
  #--------------------------------------------------------------------------
  # ● XP initialize
  #--------------------------------------------------------------------------
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,80)
    self.visible = (HMH_VISI)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMH_SKIN_O
    self.contents_opacity = HMH_O
    @old_hp = @old_sp = @old_exp = @hr = 1234567890000
    refresh
  end
  #--------------------------------------------------------------------------
  # ● XP refresh
  #--------------------------------------------------------------------------
  def refresh
    if EXP_ON == true
      actor = $game_party.actors[0]
      return if @old_exp == actor.now_exp
      self.contents.clear
      self.opacity = HMH_SKIN_O
      self.contents_opacity = HMH_O
      @old_exp = actor.now_exp
      xpx = self.width / 4 + 5
      draw_hmini_hud_bar(xpx,EXP_Y,actor.now_exp,
      actor.next_exp,EXP_WID,EXP_HET,Color.new(0,255,0,255),
      Color.new(100,255,100,255))
    end
  end
end
#===============================================================================
# ■ SP window/bar
#===============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● now xp
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # ● next xp
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end
#end of script ^,^Swap Leader
Code:
################################################################################
# [RMXP] Swap Leader v3.0 by G@MeF@Ce 2/5/11 - 3/8/21
#
# www.gameface101.com remembering and giving thanks to:  
# mr_wiggles, hackel, kain nobel, modern algebra, dark_seed, and albertfish
# for all the support in the past and inspiration to make scripts in the future
#===============================================================================
# RMXP Instructions:
# Open Script Database (F11) Copy and Paste this Script above Main
#
# setup options in the module
################################################################################
  module G101_SL
#[CONTROL OPTIONS]==============================================================
      NO_SWAP = 2
      SL_PRESS_HOLD = Input::L
      TRIGGER_SWITCH = Input::X
#[GRAPHIC OPTIONS]==============================================================
      ANIMATED_SWITCH = true
      ANIMATION_ID = 66
#[SOUND OPTIONS]================================================================
      SWITCH_SOUND = true
      SOUND_SWITCH = RPG::AudioFile.new("", 100, 100)
      
     end
#===============================================================================
# ■ Game_Temp
#===============================================================================
   class Game_Temp
      attr_accessor :remember_skill
      attr_accessor :remember_item
      attr_accessor :collapse_done
       alias swap_initialize initialize
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
     def initialize
         @remember_skill = []
         @remember_item = []
         swap_initialize
     end
   end
#===============================================================================
# ■ Scene_Map
#===============================================================================
        class Scene_Map
         alias swap_leader_update update
         include G101_SL
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------
      def update
        swap_leader_update
          actor = $game_party.actors[0]
             unless $game_party.actors.empty?
                if actor.hp == 0
                  unless $game_party.all_dead?
                    $game_party.actors.shift
                    $game_player.refresh
                    $game_map.refresh
                  end
                end     
              end
    return false if $game_system.map_interpreter.running?
      if $game_switches[NO_SWAP] == false
        if $game_party.actors.size > 1
          if Input.press?(SL_PRESS_HOLD) and Input.trigger?(TRIGGER_SWITCH)
            if ANIMATED_SWITCH == true
             $game_player.animation_id = ANIMATION_ID
            end
            if SWITCH_SOUND == true
             $game_system.se_play(SOUND_SWITCH)
           end
          g101_swap_leader
          end
        end
      end
    end
  #--------------------------------------------------------------------------
  # ● swap method
  #--------------------------------------------------------------------------
        def g101_swap_leader
         old_lead = $game_party.actors.shift
         $game_party.add_actor (old_lead.id)
         $game_player.refresh
        end
      end
#end of script ^,^Double Tap to Dash and Blur...
Code:
################################################################################
# [RMXP] Double Tap Dash Blur by G@MeF@Ce v3.0 1/28/10 - 3/9/21
#
# www.gameface101.com remembering and giving thanks to: 
# Gamba for the directional dash in the ABS and Zues81 for the trails script
#===============================================================================
# RMXP Instructions:
# Open Script Database (F11) Copy and Paste this Script above Main
#
# setup options in the module
#
# to blur event:
#
# X = Event ID number
# $game_map.events[X].blur = true
#
# to stop event blur:
# $game_map.events[X].blur = false
#
################################################################################
module DTDB
#[CONTROL OPTIONS]==============================================================
  DISABLE_SWITCH = 1 #game switch on to disable
  DISABLE_TILE = 7 #terrain ID for dash off
#[DASH OPTIONS]=================================================================
  NORMAL_SPEED = 4 #set normal speed
  DASH_SPEED = 5.0 #set dash speed
  TIME = 4 #time between double tap
  STOP_DASH = 0#0 = default, 1 = stop dash on turn, 2 or highter dash always on
  DASH_TIME = 100 #time to check dash
#[GRAPHIC OPTION]===============================================================
  CHARACTER_DASH_GRAPHIC = "_dash" #"NAME_dash" graphic
#[SOUND OPTIONS]================================================================
  DASH_SOUND = "" #play sound when dashing
  DASH_SOUND_VOL = 100
#[BLUR OPTIONS]=================================================================
  BLUR_LENGTH = 10 #set number of repeated images to create a blurrr
  BLUR_TYPE = 0#0=Normal 1=Light 2=Dark
end
################################################################################
#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character
  attr_accessor :move_speed
  attr_accessor :time_dash
  attr_accessor :character_name
  attr_accessor :blur
    
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                 
  alias tap_dash_initialize initialize
  def initialize
      @time_dash = 0
      tap_dash_initialize
      @blur = false
  end
end
#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
  def RPG_FileTest.character_exist?(filename)
      return RPG::Cache.character(filename, 0) rescue return false
  end
end
#===============================================================================
# ■ Game_Map
#===============================================================================
class Game_Map
  include DTDB
  attr_accessor :time_dash
  attr_accessor :dashing
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                 
  alias tap_dash_setup setup
  def setup(map_id)
      @dash = []
      for i in 2..8
         @dash[i] = 0
      end
      @time_c = 0
      @dashing = false
      @direction = 0
      @direction_old = $game_player.direction
      @time_rec = 0
      $game_player.time_dash = DASH_TIME if @time_dash == nil
      tap_dash_setup(map_id)
  end
  
  #--------------------------------------------------------------------------
  # ● Can Tap Dash?
  #--------------------------------------------------------------------------                                 
  def can_tap_dash?
      return false if $game_system.map_interpreter.running?
      return true
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                 
  alias tap_dash_update update
  def update
    tap_dash_update
    return unless can_tap_dash?
    #disable tile
    if $game_map.terrain_tag($game_player.x , $game_player.y) == DISABLE_TILE
    $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
    end
    #dash graphic 
    if $game_switches[DISABLE_SWITCH] == false and $game_map.terrain_tag($game_player.x , $game_player.y) != DISABLE_TILE
      if @dashing == true
         newname = $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC if $game_party.actors[0].hp > 0
         $game_player.character_name = newname if $game_player.character_name != newname and
         RPG_FileTest.character_exist?(newname)
         $game_player.move_speed = DASH_SPEED
         if STOP_DASH == 0
            unless Input.press?(Input::DOWN) or Input.press?(Input::LEFT) or
               Input.press?(Input::RIGHT) or Input.press?(Input::UP)
               @dashing = false
               $game_player.blur = false#
            end
         elsif STOP_DASH == 1
            unless Input.press?(@keyboard) and @direction == $game_player.direction
               @dashing = false
               $game_player.blur = false#
            end
         end
       else
      $game_player.character_name = $game_party.actors[0].character_name if $game_player.character_name == $game_party.actors[0].character_name + CHARACTER_DASH_GRAPHIC
    #input and speed check  
   $game_player.move_speed = NORMAL_SPEED if $game_player.move_speed == DASH_SPEED
      dir = $game_player.direction
       case dir
          when 2
            @keyboard = Input::DOWN
          when 4
            @keyboard = Input::LEFT
          when 6
            @keyboard = Input::RIGHT
          when 8
            @keyboard = Input::UP
       end
          
     if @dash[dir] == 1
        if Input.press?(@keyboard)
           for i in 2..8
               if i != dir
                  @dash[i] = 0
                  $game_player.blur = false
               end
            end       
        else
            @dash[dir] = 2
            for i in 2..8
                if i != dir
                   @dash[i] = 0
                   $game_player.blur = false
                end
            end
        end
      elsif @dash[dir] == 2    
        if @time_c < (TIME)
           if Input.press?(@keyboard)  
              @time_c = 0
              @dash[dir] = 0
              @dashing = true
              $game_system.se_play(RPG::AudioFile.new(DASH_SOUND, DASH_SOUND_VOL, 100))
              $game_player.blur = true
              @direction = $game_player.direction  
           end
        end   
        if @time_c > (TIME)
           @time_c = 0
           @dash[dir] = 0
           $game_player.blur = false
        end     
      else
        @time_c = 0
        if Input.trigger?(@keyboard) 
           @dash[dir] = 1
           for i in 2..8
               if i != dir
                  @dash[i] = 0
                  $game_player.blur = false
               end
           end
        end
      end
    end
  end
end
end #end character class
#===============================================================================
# ■ Spriteset_Map
#===============================================================================
class Spriteset_Map
  include DTDB
  $blurr_images = DTDB::BLUR_LENGTH
  $transparence = DTDB::BLUR_TYPE
    
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                 
  alias spriteset_map_update update
  def update
      if $blurr_images != @last_blurr_images
         @last_blurr_images = $blurr_images
         if @blur_sprites != nil
            for blur_sprite in @blur_sprites.values
                blur_sprite.dispose
            end
            @blur_sprites = nil
         end
      end
      if @blur_sprites == nil
         @blur_sprites = {}
         for i in 0...$blurr_images
            @blur_sprites[i] = Sprite_Blur.new(@viewport1, $game_player)
            @blur_sprites[i].opacity = 156 / $blurr_images * i
         end
      end
      for id in $game_map.events.keys.sort
          event = $game_map.events[id]
          if event.blur == true and @blur_sprites[id * $blurr_images] == nil
             for i in 0...$blurr_images
             @blur_sprites[id * $blurr_images + i] = Sprite_Blur.new(@viewport1, event)
             @blur_sprites[id * $blurr_images + i].opacity = 156 / $blurr_images * i
          end
      end
    end
    for blur_sprite in @blur_sprites.values
        blur_sprite.update
    end
    spriteset_map_update
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------                                 
  alias spriteset_map_dispose dispose
  def dispose
      spriteset_map_dispose
      for blur_sprite in @blur_sprites.values
          blur_sprite.dispose
      end
  end
end
#===============================================================================
# ■ Sprite_Blur
#===============================================================================
class Sprite_Blur < Sprite
  include DTDB
  attr_accessor :real_x
  attr_accessor :real_y
  attr_accessor :character
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------                                   
  def initialize(viewport, character)
      super(viewport)
      self.opacity = 0
      @character = character
      update
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------                                     
  def update
      if self.opacity == 0
        super
        if @character_name != @character.character_name or @character_hue != @character.character_hue
           @character_name = @character.character_name
           @character_hue = @character.character_hue
           self.bitmap = RPG::Cache.character(@character_name,@character_hue)
           self.blend_type = $transparence
           @cw = bitmap.width / 4
           @ch = bitmap.height / 4
           self.ox = @cw / 2
           self.oy = @ch
        end
        self.visible = (not @character.transparent and @character.blur)
        sx = @character.pattern * @cw
        sy = (@character.direction - 2) / 2 * @ch
        self.src_rect.set(sx, sy, @cw, @ch)
        self.opacity = 156
        self.z = @character.screen_z(@ch) - 1
        @real_x = @character.real_x
        @real_y = @character.real_y
        update
      else
        self.opacity -= 156 / ($blurr_images - 1)
        self.x = (@real_x - $game_map.display_x + 3)/4 + 16
        self.y = (@real_y - $game_map.display_y + 3)/4 + 32
      end
  end
end
#end of script ^,^Instructions
There's a demo, there's instructions in the header of each script as well and a user-friendly modules to tweak it your way.
If you still need further assistance, write my number down... just kidding, post here or catch me on the Save-Point discord.
If you still need further assistance, write my number down... just kidding, post here or catch me on the Save-Point discord.
Compatibility
Classes are aliased, Game_Map, Game_Player and Scene_Map gets refreshed. Other than that, all should be compatible.
Credit and Thanks
shout outs in the script headers to those who have supported me in the past and inspired me to make scripts in the future.
Terms and Conditions
Simply free to use, must give credit to the names in each script. You must also finish what you start so complete your project!
shout outs in the script headers to those who have supported me in the past and inspired me to make scripts in the future.
Terms and Conditions
Simply free to use, must give credit to the names in each script. You must also finish what you start so complete your project!
Ok gang, be kind to others and look both ways before crossing the street, you may have to put the cell phone down.
	
 
 
 Hero Stuff
 Hero Stuff
 

