Yo. I came up with an idea for a script that'd be useful but not absolutely necessary to my project. Someone else might also benefit from it as well.
What I'm looking for is a script that can be used to set a tint that discludes set events and/or hero. For example, it could be used to change the screen tone dark blue, but the hero and certain important events would be with their original tone. Possibly it could even be used to change the tone of the map but not the panorama or vice versa. I'm aware one could just use an image editor to change the tint of the tileset and charsets accordingly, but having a script like this would massively reduce the amount of work needed for this, especially if the tone were to change during or after certain events.
What do you think; would someone else be interested in a script like this as well?
I'm pretty sure something like that is only possible with a tilemap rewrite. Characters/Events are drawn on the same viewport as the map tiles in order to allow, say, trees to appear over the character's head. When changing the tone, this viewport's tone is changed, and this change applies to all sprites drawn on it.
"So why not just draw the map tiles and characters on separate viewports?"
Yeah, not so simple as that. Different viewports with differing z-values are considered first when drawing to the screen, not the sprites' z-values. Even if you were to have two viewports with the same z-value, they won't "combine" the sprites drawn on them together.
Experiment for yourself:
In Spriteset_Map, comment out
and make these changes to lines 37 and 40 (namely, change the @viewport1 into @viewport2):
sprite = Sprite_Character.new(@viewport2, $game_map.events[i])
@character_sprites.push(Sprite_Character.new(@viewport2, $game_player))
Make an event change the Screen Color Tone and test-play.
just want to point to >this thread< (http://forum.chaos-project.com/index.php/topic,13819.0.html) in case TS read this topic again.