This adds a conditional branch that makes sure the Blue Flame event is enabled. If you don’t want the Blue Flame event on every map you would want to use this alternative: ![]() ![]() This is done to keep the player from activating the Blue Flame event before it finishes. The conditional branch sees if the Blue Flame event is running, if it is on it does nothing and if it is off it turns on the switch. The second conditional branch checks to see if you have the Lantern on, if it is then it hides the light effect and turns of the Lantern‘s switch, but if it isn’t on then it turns on the light effects and turns on the Lantern‘s switch. The condition is set so that if you are using the Blue Flame event, it won’t trigger. The first conditional branch is only needed because the KALE script only allows one dynamic light source, if you use a different type of light effects script this may not be needed. This sets up common events 2 (as the A key) and 3 (as the D key) to button presses. This applies the dark layer for the KALE script. This is the only thing I changed in the KALE script and I only change this to 100 so that Item Processing command windows are not darkened by the script, but doesn’t need to be changed for this system, this is just a little tip. So here is an explanation of the events so you can configure to your desires and maybe learn something. I changed nothing important in the script or Light Folder. I didn’t include KALE script or the Light Folder you have to add to the graphics folder, because I didn’t want to accidentally violate Khas’ terms of service (download it from the link above). If you would prefer to have a project to follow along with, download it here. An example of this will be shown further down. Note: The Blue Flame event needs to be copied to every map that you wish the player to use it on and if it isn’t on every map it won’t error out, but you may need to do some minor work a rounds to keep a blue flame from appearing when the player gets to a map with a blue flame on it. I made it in this particular way so that I can copy and paste these events on any map without having to worry which event number they are, which helps me make less mistakes. In this system I use Yanfly’s Button Common Events (YBCE) and Khas’ Awesome Light Effects (KALE) scripts, but neither one needs to be used and can be substituted with similar scripts. This uses the script function of the Conditional Branch event command and Get Location Info command as well. This uses some complex eventing so I wouldn’t recommend this to people who aren’t familiar with the eventing system of Ace yet. ![]() Note: This requires you to set up your terrain settings properly in the Database’s Tileset tab for each setting that you want the Blue Flame event to not travel through stuff. I used the same terrain settings as the KALE script, but if you aren’t using that script then the terrain numbers can be anything you desire. One thing to notice is that the Blue Flame event doesn’t go through walls and roof tiles. Click the link below to see a video of this in action (The frame rate is only low because of the video capture program):
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