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Original Source
- Original title: Quasi Sight
- Original author: Quxios
- Original date: May 30, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/quasi-sight.40596/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Scripts In Development
Summary
So this is a script that I've been working on and off again for about a year now. I did release an old version last year. But I've recreated it to work pixel based instead of grid based. This script was the primary reason I created my Movement script. What the script does: { "lightbox_close": "Close",
Archived First Post
So this is a script that I've been working on and off again for about a year now. I did release an old version last year. But I've recreated it to work pixel based instead of grid based. This script was the primary reason I created my Movement script.
What the script does:
This is a picture from my older version. This new one no longer does the 4th step, and keeps the shadow as a pixel triangle not grid. The explanations from the image are also incorrect for the new version, but it basically does what the image looks like.
Now a the problem with this is that since there's so much calculating needed, I haven't thought up of a good way of when to update the sight.
How to use:
Setting up events with a sight:
<sight=RANGE, TARGET, SWITCH, SHAPE, UPDATE>RANGE - should be in grid measurements (I'll most likely change this to be related to the GRID settings from the movement script)
TARGET - 0 for player, any other number will be for an event ID ( I actually haven't tested if the event ID now that I think about it) DEFAULT 0
SWITCH - A, B, C, D for self switches, or an integer for a normal switch. If the TARGET is insight the switch will flip ( if it was true the switch will become false, if it was false it will become true) DEFAULT A
SHAPE - :triangle, :square, :circle (circle isn't made, I forgot about it till now lol) DEFAULT :triangle
UPDATE - which update method to use, :both, :current, :target, set to false to never update ( this was something I was working on but never finished, so not even sure this does anything ) DEFAULT :both
You can leave most of them out. See events in demo for examples.
Check if an event is in sight:
$game_map.events[ID].in_sight?The event will still need the sight comment settings, will probably crash if you use it on an event without sight settings.
To make an event be see through, add the comment:
<seethrough>At the moment there is no way to make a tile see through. My old version used regions, but I'm trying to think of a better way to tag tile boxes.
*Note*
This doesn't work with collision maps tiles. I do have a script that converts collision map into tile boxes, but still needs a bit of work.
This script is still quite experimental, if you couldn't tell from the post there's quite a handful of features incomplete or missing. Most of the math and algorithms are complete and should be working. I still want to work on simplifying the math since it's quite a lot.
Demo
In the demo I have it set up so if you're in sight of the Green Haired girl, she will turn into Ralph, When you get out of Ralphs sight he turns back into the Green Haired girl.
Feel free to leave any questions / comments / suggestions.
What the script does:
This is a picture from my older version. This new one no longer does the 4th step, and keeps the shadow as a pixel triangle not grid. The explanations from the image are also incorrect for the new version, but it basically does what the image looks like.
Now a the problem with this is that since there's so much calculating needed, I haven't thought up of a good way of when to update the sight.
How to use:
Setting up events with a sight:
<sight=RANGE, TARGET, SWITCH, SHAPE, UPDATE>RANGE - should be in grid measurements (I'll most likely change this to be related to the GRID settings from the movement script)
TARGET - 0 for player, any other number will be for an event ID ( I actually haven't tested if the event ID now that I think about it) DEFAULT 0
SWITCH - A, B, C, D for self switches, or an integer for a normal switch. If the TARGET is insight the switch will flip ( if it was true the switch will become false, if it was false it will become true) DEFAULT A
SHAPE - :triangle, :square, :circle (circle isn't made, I forgot about it till now lol) DEFAULT :triangle
UPDATE - which update method to use, :both, :current, :target, set to false to never update ( this was something I was working on but never finished, so not even sure this does anything ) DEFAULT :both
You can leave most of them out. See events in demo for examples.
Check if an event is in sight:
$game_map.events[ID].in_sight?The event will still need the sight comment settings, will probably crash if you use it on an event without sight settings.
To make an event be see through, add the comment:
<seethrough>At the moment there is no way to make a tile see through. My old version used regions, but I'm trying to think of a better way to tag tile boxes.
*Note*
This doesn't work with collision maps tiles. I do have a script that converts collision map into tile boxes, but still needs a bit of work.
This script is still quite experimental, if you couldn't tell from the post there's quite a handful of features incomplete or missing. Most of the math and algorithms are complete and should be working. I still want to work on simplifying the math since it's quite a lot.
Demo
In the demo I have it set up so if you're in sight of the Green Haired girl, she will turn into Ralph, When you get out of Ralphs sight he turns back into the Green Haired girl.
Feel free to leave any questions / comments / suggestions.
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