05-10-2009, 06:43 AM 
(This post was last modified: 09-03-2024, 03:05 AM by DerVVulfman.
 Edit Reason: Discovery of archived copy VX/Ace
)
	
	
	
		New Character Properties with Calls
Introduction
This script adds additional properties from the Sprite class to Game_Character such as angle, color, mirror, tone, zoom_x, and zoom_y. For this version, I also combined my Event Angle/Color/Mirror/Tone/Zoom add-ons and my script calls with this script.
Features
For v2, I merged two add-ons I made for the original (Change Character Sprite Angle/Color/Size/Tone in frames and Event Angle/Color/Size/Tone) into one package and threw in several new script calls which should be useful (e.g.: zoom_change, color_*_change, tone_*_change).
Media
Images
![[Image: rh4dbt.png]](http://i44.tinypic.com/rh4dbt.png)
Note the treasure chests, statues, and the flying imp hovering over Ralph.
Script
New Character Properties with Calls 2.2 (RMXP) 
 
  			
		
Author's Notes
I wanted to work on letting game creators animate character sprites a little more through script calls. I noticed certain properties such as angle, color, mirror, tone, and angle were missing so I wanted to add them in.
Thanks
Charlie Fleed for showing me how to script special comments a few years ago.
Prof. Meow Meow making fantastic use of it in a demo he showed me a few years ago.
License / Terms
Free for non-commercial and commercial purposes. Just credit me.
	
	
XP LINK BROKEN
Introduction
This script adds additional properties from the Sprite class to Game_Character such as angle, color, mirror, tone, zoom_x, and zoom_y. For this version, I also combined my Event Angle/Color/Mirror/Tone/Zoom add-ons and my script calls with this script.
Features
- This gives Character sprites additional properties from the Sprite class such as Angle, Color, Mirror, Tone, Zoom, Wave Amp, Wave Length, and Wave Speed
 
- Change the angle, color, mirror, tone, zoom, wave amp, wave length, and wave speed of a character sprite using script calls.
 
- Set Angle, Color, Mirror, Tone, Zoom, Wave Amplitude, Wave Length, and Wave Speed of Events using special comments.
 
- Change certain properties of a character sprite to a desired value in a certain number of frames with a script call.
 
For v2, I merged two add-ons I made for the original (Change Character Sprite Angle/Color/Size/Tone in frames and Event Angle/Color/Size/Tone) into one package and threw in several new script calls which should be useful (e.g.: zoom_change, color_*_change, tone_*_change).
Media
Images
![[Image: rh4dbt.png]](http://i44.tinypic.com/rh4dbt.png)
Note the treasure chests, statues, and the flying imp hovering over Ralph.
Script
New Character Properties with Calls 2.2 (RMXP)
 
  VX/Ace
  			Code:
begin
 
 New Character Properties with Calls 2.2
 by PK8
 Created: 5/12/2009
 Modified: 6/11/2012
 ──────────────────────────────────────────────────────────────────────────────
 ■ Author's Notes
   I wanted to work on letting game creators animate character sprites a little
   more through script calls. I noticed certain properties such as angle, color,
   mirror, tone, and angle were missing so I wanted to add them in.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Introduction & Description
   This script adds additional properties from the Sprite class to
   Game_Character such as angle, color, mirror, tone, zoom_x, and zoom_y.
   For this version, I also combined my Event Angle/Color/Mirror/Tone/Zoom
   add-ons and my script calls with this script.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Features
   o This gives Character sprites additional properties from the Sprite class
     such as Angle, Color, Mirror, Tone, Zoom, and Wave.
   o Change the angle, color, mirror, tone, and zoom of a character sprite using
     script calls.
   o Set Angle, Color, Mirror, Tone, Zoom, and Wave of Events using special
     comments.
   o Change certain properties of a character sprite to a desired value in a
     certain number of frames with a script call.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Methods Aliased
   Sprite_Character.update
   Game_Character.initialize
   Game_Character.update
   Game_Event.refresh
 ──────────────────────────────────────────────────────────────────────────────
 ■ Thanks
   Charlie Fleed showed me how to create these special comments a few years ago.
   This one is more of a shoutout than a thanks. Okay, it's a bit of both. I'd
     like to send a shoutout to Prof. Meow Meow who showed me a demo of his a
     few years ago making use of a previous version of this script. I thought
     it was an awesome experience being able to see how other people would use
     it, and I enjoyed how Prof. Meow Meow made use of it. So hey Prof., if
     you're still RMing, thanks.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Changelog (MM/DD/YYYY)
 v1     (05/10/2009): Initial release.
 v1.1   (05/10/2009): Replaced attr_reader with attr_accessor.
 v1.2   (05/12/2009): Replaced initial zoom_x/zoom_y value of 1.0 with 100
 v2     (04/14/2012): Combines Event Angle/Color/Mirror/Tone/Zoom and
                      changing properties in frames but throws in various
                      new calls to the mix while some of them are renamed,
                      such as sizex_change => zoom_x_change.
 v2.1   (04/15/2012): Added relative arguments for all methods.
 v2.1.1 (06/11/2012): Reduced the lines of code by about about a hundred, and
                      added new instance variables that can be written into via
                      script calls such as the @*_target and @*_duration
                      variables.
 v2.2   (06/11/2012): Users can now use Arrays when changing Tones and Colors of
                      characters via script calls.
                      (Example: $game_player.tone = [0, -255, 0, 120])
 ──────────────────────────────────────────────────────────────────────────────
 ■ Usage
 ┌──────────────────────────────────────────────────────────────────────────┐
 │ ■ Adjusting Character Sprites.                                           │
 └┬───────────────┬─────────────────────────────────────────────────────────┘
  │ Setting Angle │
  └───────────────┘
              Syntax
   Player:    $game_player.angle = value
   Event:     $game_map.events[id].angle = value
   Vehicle:   $game_map.vehicle[id].angle = value
   
              Examples
   Player:    $game_player.angle = 90
   Event:     $game_map.events[1].angle = 90
   Vehicle:   $game_map.vehicle[1].angle = 90
   
 └┬───────────────┬─────────────────────────────────────────────────────────┘
  │ Setting Color │
  └───────────────┘
              Min/Max values
   r/g/b:     0/255
   alpha:     0/255 (Optional)
 
              Syntax (All channels)
   Player:    $game_player.color = Color.new(red, green, blue[, alpha])
   Event:     $game_map.events[id].color = Color.new(red, green, blue[, alpha])
   Vehicle:   $game_map.vehicle[id].color = Color.new(red, green, blue[, alpha])
   
              Examples (All: without Alpha)
   Player:    $game_player.color = Color.new(255, 255, 255)
   Event:     $game_map.events[1].color = Color.new(255, 255, 255)
   Vehicle:   $game_map.vehicle[1].color = Color.new(255, 255, 255)
              
              Examples (All: with Alpha)
   Player:    $game_player.color = Color.new(255, 255, 255, 255)
   Event:     $game_map.events[1].color = Color.new(255, 255, 255, 255)
   Vehicle:   $game_map.vehicle[1].color = Color.new(255, 255, 255, 255)
 
              Syntax (Specific)
   Player:    $game_player.color.red = value
   Player:    $game_player.color.green = value
   Player:    $game_player.color.blue = value
   Player:    $game_player.color.alpha = value
   
   Event:     $game_map.events[id].color.red = value
   Event:     $game_map.events[id].color.green = value
   Event:     $game_map.events[id].color.blue = value
   Event:     $game_map.events[id].color.alpha = value
   
   Vehicle:   $game_map.vehicle[id].color.red = value
   Vehicle:   $game_map.vehicle[id].color.green = value
   Vehicle:   $game_map.vehicle[id].color.blue = value
   Vehicle:   $game_map.vehicle[id].color.alpha = value
   
              Examples (Specific)
   Player:    $game_player.color.red = 60
   Player:    $game_player.color.green = 120
   Player:    $game_player.color.blue = 180
   Player:    $game_player.color.alpha = 255
   
   Event:     $game_map.events[1].color.red = 60
   Event:     $game_map.events[1].color.green = 120
   Event:     $game_map.events[1].color.blue = 180
   Event:     $game_map.events[1].color.alpha = 255
   
   Vehicle:   $game_map.vehicle[1].color.red = 60
   Vehicle:   $game_map.vehicle[1].color.green = 120
   Vehicle:   $game_map.vehicle[1].color.blue = 180
   Vehicle:   $game_map.vehicle[1].color.alpha = 255
 
 └┬────────────────┬────────────────────────────────────────────────────────┘
  │ Setting Mirror │
  └────────────────┘
              Values
   true:      Turns Mirror on.
   false:     Turns Mirror off.
  
              Syntax
   Player:    $game_player.mirror = value
   Event:     $game_map.events[id].mirror = value
   Vehicle:   $game_map.vehicle[id].mirror = value
  
              Examples
   Player:    $game_player.mirror = true
   Event:     $game_map.events[1].mirror = true
   Vehicle:   $game_map.vehicle[1].mirror = true
  
 └┬──────────────┬──────────────────────────────────────────────────────────┘
  │ Setting Tone │
  └──────────────┘
              Min/Max values
   r/g/b:     -255/255
   gray:      0/255 (Optional)
   
              Syntax (All)
   Player:    $game_player.tone = Tone.new(red, green, blue[, gray])
   Event:     $game_map.events[id].tone = Tone.new(red, green, blue[, gray])
   Vehicle:   $game_map.vehicle[id].tone = Tone.new(red, green, blue[, gray])
   
              Examples (All: without Gray)
   Player:    $game_player.tone = Tone.new(255, 255, 255)
   Event:     $game_map.events[1].tone = Tone.new(255, 255, 255)
   Vehicle:   $game_map.vehicle[1].tone = Tone.new(255, 255, 255)
              
              Examples (All: with Gray)
   Player:    $game_player.tone = Tone.new(255, 255, 255, 255)
   Event:     $game_map.events[1].tone = Tone.new(255, 255, 255, 255)
   Vehicle:   $game_map.vehicle[1].tone = Tone.new(255, 255, 255, 255)
 
              Syntax (Specific)
   Player:    $game_player.tone.red = value
   Player:    $game_player.tone.green = value
   Player:    $game_player.tone.blue = value
   Player:    $game_player.tone.gray = value
   
   Event:     $game_map.events[id].tone.red = value
   Event:     $game_map.events[id].tone.green = value
   Event:     $game_map.events[id].tone.blue = value
   Event:     $game_map.events[id].tone.gray = value
   
   Vehicle:   $game_map.vehicle[id].tone.red = value
   Vehicle:   $game_map.vehicle[id].tone.green = value
   Vehicle:   $game_map.vehicle[id].tone.blue = value
   Vehicle:   $game_map.vehicle[id].tone.gray = value
   
              Examples (Specific)
   Player:    $game_player.tone.red = 60
   Player:    $game_player.tone.green = 120
   Player:    $game_player.tone.blue = 180
   Player:    $game_player.tone.gray = 255
   
   Event:     $game_map.events[1].tone.red = 60
   Event:     $game_map.events[1].tone.green = 120
   Event:     $game_map.events[1].tone.blue = 180
   Event:     $game_map.events[1].tone.alpha = 255
   
   Vehicle:   $game_map.vehicle[1].tone.red = 60
   Vehicle:   $game_map.vehicle[1].tone.green = 120
   Vehicle:   $game_map.vehicle[1].tone.blue = 180
   Vehicle:   $game_map.vehicle[1].tone.alpha = 255
  
 └┬──────────────┬──────────────────────────────────────────────────────────┘
  │ Setting Zoom │
  └──────────────┘
              Values
   100:       Denotes actual pixel size
  
              Syntax
   Player:    $game_player.zoom_x = value
   Player:    $game_player.zoom_y = value
   
   Event:     $game_map.events[id].zoom_x = value
   Event:     $game_map.events[id].zoom_y = value
   
   Vehicle:   $game_map.vehicle[id].zoom_x = value
   Vehicle:   $game_map.vehicle[id].zoom_y = value
  
              Examples
   Player:    $game_player.zoom_x = 125
   Player:    $game_player.zoom_y = 125
   
   Event:     $game_map.events[1].zoom_x = 125
   Event:     $game_map.events[1].zoom_y = 125
   
   Vehicle:   $game_map.vehicle[1].zoom_x = 125
   Vehicle:   $game_map.vehicle[1].zoom_y = 125
 
 └┬──────────────┬──────────────────────────────────────────────────────────┘
  │ Setting Wave │
  └──────────────┘
              Values
  Wave Length: Minimum is 2
  
              Syntax
  Player:     $game_player.wave_amp = value
  Player:     $game_player.wave_length = value
  Player:     $game_player.wave_speed = value
  
  Event:      $game_map.events[id].wave_amp = value
  Event:      $game_map.events[id].wave_length = value
  Event:      $game_map.events[id].wave_speed = value
  
  Vehicle:    $game_map.vehicle[id].wave_amp = value
  Vehicle:    $game_map.vehicle[id].wave_length = value
  Vehicle:    $game_map.vehicle[id].wave_speed = value
  
 ┌──────────────────────────────────────────────────────────────────────────┐
 │ ■ Special Comments for Events                                            │
 └──────────────────────────────────────────────────────────────────────────┘
   You get to set up how events would appear.
 
   Angle:       $angle value
   Color:       $color red green blue alpha
   Color Red:   $color_red value
   Color Green: $color_green value
   Color Blue:  $color_blue value
   Color Alpha: $color_alpha value
     * Red/Green/Blue/Alpha: 0/255
   Mirror:      $mirror
   Mirror False:$mirror false
   Mirror True: $mirror true
   Tone:        $tone red green blue gray
   Tone Red:    $tone red
   Tone Green:  $tone green
   Tone Blue:   $tone blue
   Tone Gray:   $tone gray
     * Red/Green/Blue: -255/255 | Gray: 0/255
   Zoom:        $zoom zoom_x zoom_y
   Zoom X:      $zoom_x value
   Zoom Y:      $zoom_y value
     * 100: Denotes actual pixel size
   Wave Amp:    $wave_amp value
   Wave Length: $wave_length value
     * Minimum value: 2
   Wave Speed:  $wave_speed value
   
 ┌──────────────────────────────────────────────────────────────────────────┐
 │ ■ Changing properties in frames                                          │
 └┬─────────────────────────┬───────────────────────────────────────────────┘
  │ Setting Angle in frames │
  └─────────────────────────┘
  Player:     $game_player.angle_change(value, duration, relative)
  Event:      $game_map.events[id].angle_change(value, duration, relative)
  Vehicle:    $game_map.vehicle[id].angle_change(value, duration, relative)
  * relative: Optional. Set to false by default.
  
 └┬─────────────────────────┬───────────────────────────────────────────────┘
  │ Setting Color in frames │
  └─────────────────────────┘
              Syntax (All)
  Player:     $game_player.color_change([red, green, blue, alpha], duration,
              relative)
  Event:      $game_map.events[id].color_change([red, green, blue, alpha]),
              duration, relative)
  Vehicle:    $game_map.events[id].color_change([red, green, blue, alpha],
              duration, relative)
  * alpha: 0 - 255. Optional.
  * relative: Optional. Set to false by default.
                
              Syntax (Specific)
  Player:     $game_player.color_red_change(value, duration, rel)
  Player:     $game_player.color_green_change(value, duration, rel)
  Player:     $game_player.color_blue_change(value, duration, rel)
  Player:     $game_player.color_alpha_change(value, duration, rel)
  
  Event:      $game_map.events[id].color_red_change(value, duration, rel)
  Event:      $game_map.events[id].color_green_change(value, duration, rel)
  Event:      $game_map.events[id].color_blue_change(value, duration, rel)
  Event:      $game_map.events[id].color_alpha_change(value, duration, rel)
  
  Vehicle:    $game_map.vehicle[id].color_red_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].color_green_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].color_blue_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].color_alpha_change(value, duration, rel)
  * relative: Optional. Set to false by default.
  
 └┬────────────────────────┬────────────────────────────────────────────────┘
  │ Setting Tone in Frames │
  └────────────────────────┘
              Syntax (All)
  Player:     $game_player.tone_change([red, green, blue, gray], duration,
              relative)
  Event:      $game_map.events[id].tone_change([red, green, blue, gray],
              duration, relative)
  Vehicle:    $game_map.vehicle[id].tone_change([red, green, blue, gray],
              duration, relative)
  * gray: 0 - 255. Optional.
  * relative: Optional. Set to false by default.
                
              Syntax (Specific)
  Player:     $game_player.tone_red_change(value, duration, rel)
  Player:     $game_player.tone_green_change(value, duration, rel)
  Player:     $game_player.tone_blue_change(value, duration, rel)
  Player:     $game_player.tone_gray_change(value, duration, rel)
  
  Event:      $game_map.events[id].tone_red_change(value, duration, rel)
  Event:      $game_map.events[id].tone_green_change(value, duration, rel)
  Event:      $game_map.events[id].tone_blue_change(value, duration, rel)
  Event:      $game_map.events[id].tone_gray_change(value, duration, rel)
  
  Vehicle:    $game_map.vehicle[id].tone_red_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].tone_green_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].tone_blue_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].tone_gray_change(value, duration, rel)
  * relative: Optional. Set to false by default.
  
 └┬────────────────────────┬────────────────────────────────────────────────┘
  │ Setting Zoom in Frames │
  └────────────────────────┘
              Syntax (All)
  Player:     $game_player.zoom_change(zoom_x, zoom_y, duration, rel)
  Event:      $game_map.events[id].zoom_change(zoom_x, zoom_y, duration, rel)
  Vehicle:    $game_map.vehicle[id].zoom_change(zoom_x, zoom_y, duration, rel)
  * relative: Optional. Set to false by default.
  
              Syntax (Specific)
  Player:     $game_player.zoom_x_change(value, duration, rel)
  Player:     $game_player.zoom_y_change(value, duration, rel)
  
  Event:      $game_map.events[id].zoom_x_change(value, duration, rel)
  Event:      $game_map.events[id].zoom_y_change(value, duration, rel)
  
  Vehicle:    $game_map.vehicle[id].zoom_x_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].zoom_y_change(value, duration, rel)
  * relative: Optional. Set to false by default.
 
 └┬────────────────────────┬────────────────────────────────────────────────┘
  │ Setting Wave in Frames │
  └────────────────────────┘
              Syntax (Wave Amplitude)
  Player:     $game_player.wave_amp_change(value, duration, rel)
  Event:      $game_map.events[id].wave_amp_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].wave_amp_change(value, duration, rel)
  
              Syntax (Wave Length)
  Player:     $game_player.wave_length_change(value, duration, rel)
  Event:      $game_map.events[id].wave_length_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].wave_length_change(value, duration, rel)
  
              Syntax (Wave Speed)
  Player:     $game_player.wave_speed_change(value, duration, rel)
  Event:      $game_map.events[id].wave_speed_change(value, duration, rel)
  Vehicle:    $game_map.vehicle[id].wave_speed_change(value, duration, rel)
  * relative: Optional. Set to false by default.
 ──────────────────────────────────────────────────────────────────────────────
 ■ FAQ
   o I am getting a FalseClass error whenever I apply Tone/Color. What do I do?
     Add "return true" (no quotes) into the script call.
  
=end
 
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================
 
class Sprite_Character < Sprite_Base
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  alias_method(:pk8_ncp_update, :update) unless method_defined?(:pk8_ncp_update)
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    pk8_ncp_update
    super
    self.tone = @character.tone
    self.angle = @character.angle
    self.zoom_x = @character.zoom_x / 100.0
    self.zoom_y = @character.zoom_y / 100.0
    self.mirror = @character.mirror
    self.color = @character.color
    self.wave_amp = @character.wave_amp
    self.wave_length = @character.wave_length
    self.wave_speed = @character.wave_speed
  end
end
 
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================
 
class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :tone, :angle, :zoom_x, :zoom_y, :mirror, :color, :wave_amp, 
                :wave_length, :wave_speed, :angle_target, :angle_duration,
                :tone_target, :tone_duration, :tone_red_target,
                :tone_red_duration, :tone_green_target, :tone_green_duration,
                :tone_blue_target, :tone_blue_duration, :tone_gray_target,
                :tone_gray_duration, :color_target, :color_duration,
                :color_red_target, :color_red_duration, :color_green_target,
                :color_green_duration, :color_blue_target, :color_blue_duration,
                :zoom_x_target, :zoom_x_duration, :zoom_y_target,
                :zoom_y_duration, :wave_amp_target, :wave_amp_duration,
                :wave_length_target, :wave_length_duration, :wave_speed_target,
                :wave_speed_duration
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  unless method_defined?(:pk8_ncp_initialize)
    alias_method(:pk8_ncp_initialize, :initialize) 
    alias_method(:pk8_ncp_update, :update)
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    pk8_ncp_initialize
    @tone = Tone.new(0, 0, 0, 0)
    @angle = 0
    @zoom_x, @zoom_y = 100.0, 100.0
    @mirror = false
    @color = Color.new(0, 0, 0, 0)
    @angle_target, @angle_duration             = 0, 0
    @tone_target, @tone_duration               = Tone.new(0,0,0,0), 0
    @tone_red_target, @tone_red_duration       = 0, 0
    @tone_green_target, @tone_green_duration   = 0, 0
    @tone_blue_target, @tone_blue_duration     = 0, 0
    @tone_gray_target, @tone_gray_duration     = 0, 0
    @color_target, @color_duration             = Color.new(0,0,0,0), 0
    @color_red_target, @color_red_duration     = 0, 0
    @color_green_target, @color_green_duration = 0, 0
    @color_blue_target, @color_blue_duration   = 0, 0
    @color_alpha_target, @color_alpha_duration = 0, 0
    @zoom_x_target, @zoom_x_duration           = 0, 0
    @zoom_y_target, @zoom_y_duration           = 0, 0
    @wave_amp_target, @wave_amp_duration       = 0, 0
    @wave_length_target, @wave_length_duration = 2, 0
    @wave_speed_target, @wave_speed_duration   = 0, 0
    @wave_amp, @wave_length, @wave_speed       = 0, 2, 0
  end
  #--------------------------------------------------------------------------
  # * Set Tone
  #--------------------------------------------------------------------------
  def tone=(value)
    value = Tone.new(*value) if value.is_a?(Array)
    @tone = value
  end
  #--------------------------------------------------------------------------
  # * Set Color
  #--------------------------------------------------------------------------
  def color=(value)
    value = Color.new(*value) if value.is_a?(Array)
    @color = value
  end
  #--------------------------------------------------------------------------
  # * Angle Change
  #     angle     : Picture angle
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def angle_change(angle, duration, relative = false)
    @angle_target = (relative == true ? @angle + angle : angle)
    @angle_duration = duration
    @angle = @angle_target.clone if @angle_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Change
  #     tone     : Target Tone. (Tone.new(red, green, blue[, gray))
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_change(tone, duration, relative = false)
    tone = Tone.new(*tone) if tone.is_a?(Array)
    if relative == true
      tone.red, tone.green = @tone.red + tone.red, @tone.green + tone.green
      tone.blue, tone.gray = @tone.blue + tone.blue, @tone.gray + tone.gray
    end
    @tone_target = tone.clone
    @tone_duration = duration
    @tone = @tone_target.clone if @tone_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Red Change
  #     tone_red : Target Red Tone. (-255 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_red_change(tone_red, duration, relative = false)
    @tone_red_target = (relative == true ? @tone.red + tone_red : tone_red)
    @tone_red_duration = duration
    @tone.red = @tone_red_target.clone if @tone_red_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Green Change
  #     tone_green : Target Green Tone. (-255 - 255)
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_green_change(tone_green, duration, relative = false)
    @tone_green_target = (relative==true ? @tone.green+tone_green : tone_green)
    @tone_green_duration = duration
    @tone.green = @tone_green_target.clone if @tone_green_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Blue Change
  #     tone_blue : Target Blue Tone. (-255 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_blue_change(tone_blue, duration, relative = false)
    @tone_blue_target = (relative == true ? @tone.blue+tone_blue : tone_blue)
    @tone_blue_duration = duration
    @tone.blue = @tone_blue_target.clone if @tone_blue_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Gray Change
  #     tone_blue : Target Gray Tone. (0 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_gray_change(tone_gray, duration, relative = false)
    @tone_gray_target = (relative == true ? @tone.gray + tone_gray : tone_gray)
    @tone_gray_duration = duration
    @tone.gray = @tone_gray_target.clone if @tone_gray_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Color Change
  #     color     : Target Color. (Color.new(red, green, blue[, alpha))
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def color_change(color, duration, relative = false)
    color = Color.new(*color) if color.is_a?(Array)
    if relative == true
      color.red, color.green = @color.red+color.red, @color.green+color.green
      color.blue, color.alpha = @color.blue+color.blue, @color.alpha+color.alpha
    end
    @color_target = color.clone
    @color_duration = duration
    @color = @color_target.clone if @color_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Color Red Change
  #     color_red : Target Red Color. (0 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def color_red_change(color_red, duration, relative = false)
    @color_red_target = (relative == true ? @color.red + color_red : color_red)
    @color_red_duration = duration
    @color.red = @color_red_target.clone if @color_red_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Color Green Change
  #     color_green : Target Green Color. (0 - 255)
  #     duration    : Frame amount.
  #     relative    : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def color_green_change(color_green, duration, relative = false)
    @color_green_target=(relative==true ?@color.green+color_green : color_green)
    @color_green_duration = duration
    @color.green = @color_green_target.clone if @color_green_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Color Blue Change
  #     color_blue : Target Blue Color. (0 - 255)
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def color_blue_change(color_blue, duration, relative = false)
    @color_blue_target =(relative == true ? @color.blue+color_blue : color_blue)
    @color_blue_duration = duration
    @color.blue = @color_blue_target.clone if @color_blue_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Color Alpha Change
  #     color_alpha : Target Alpha. (0 - 255)
  #     duration    : Frame amount.
  #     relative    : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def color_alpha_change(color_alpha, duration, relative = false)
    @color_alpha_target=(relative==true ?@color.alpha+color_alpha : color_alpha)
    @color_alpha_duration = duration
    @color.alpha = @color_alpha_target.clone if @color_alpha_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom Change
  #     zoom_x    : X-Axis Zoom Level
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_change(zoom_x, zoom_y, duration, relative = false)
    if relative == true
      @zoom_x_target, @zoom_y_target = @zoom_x + zoom_x, @zoom_y + zoom_y
    else
      @zoom_x_target, @zoom_y_target = zoom_x, zoom_y
    end
    @zoom_x_duration = duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
    @zoom_y_duration = duration
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_X Change
  #     zoom_x    : X-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_x_change(zoom_x, duration, relative = false)
    @zoom_x_target = (relative == true ? @zoom_x + zoom_x : zoom_x)
    @zoom_x_duration = duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_Y Change
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_y_change(zoom_y, duration, relative = false)
    @zoom_y_target = (relative == true ? @zoom_y + zoom_y : zoom_y)
    @zoom_y_duration = duration
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Wave Amplitude Change
  #     wave_amp : Target Wave Amplitude. (0 > )
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def wave_amp_change(wave_amp, duration, relative = false)
    @wave_amp_target = (relative == true ? @wave_amp + wave_amp : wave_amp)
    @wave_amp_duration = duration
    @wave_amp = @wave_amp_target.clone if @wave_amp_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Wave Length Change
  #     wave_length : Target Wave Length. (2 > )
  #     duration    : Frame amount.
  #     relative    : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def wave_length_change(wave_length, duration, relative = false)
    @wave_length_target=(relative==true ?@wave_length+wave_length : wave_length)
    @wave_length_target = 2 if @wave_length_target < 2
    @wave_length_duration = duration
    @wave_length = @wave_length_target.clone if @wave_length_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Wave Speed Change
  #     wave_speed : Target Wave Speed. (0 > )
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def wave_speed_change(wave_speed, duration, relative = false)
    @wave_speed_target = (relative==true ? @wave_speed+wave_speed : wave_speed)
    @wave_speed_duration = duration
    @wave_speed = @wave_speed_target.clone if @wave_speed_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    pk8_ncp_update
    if @angle_duration >= 1         # Angle
      d = @angle_duration
      @angle = (@angle * (d - 1) + @angle_target) / d
      @angle_duration -= 1
    end
    if @color_duration >= 1         # Color
      d = @color_duration
      @color.red = (@color.red * (d - 1) + @color_target.red) / d
      @color.green = (@color.green * (d - 1) + @color_target.green) / d
      @color.blue = (@color.blue * (d - 1) + @color_target.blue) / d
      @color.alpha = (@color.alpha * (d - 1) + @color_target.alpha) / d
      @color_duration -= 1
    end
    if @color_red_duration >= 1    # Red color
      d = @color_red_duration
      @color.red = (@color.red * (d - 1) + @color_red_target) / d
      @color_red_duration -= 1
    end
    if @color_green_duration >= 1  # Green color
      d = @color_green_duration
      @color.green = (@color.green * (d - 1) + @color_green_target) / d
      @color_green_duration -= 1
    end
    if @color_blue_duration >= 1   # Blue color
      d = @color_blue_duration
      @color.blue = (@color.blue * (d - 1) + @color_blue_target) / d
      @color_blue_duration -= 1
    end
    if @color_alpha_duration >= 1  # Alpha
      d = @color_alpha_duration
      @color.alpha = (@color.alpha * (d - 1) + @color_alpha_target) / d
      @color_alpha_duration -= 1
    end
    if @tone_duration >= 1         # Tone
      d = @tone_duration
      @tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
      @tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
      @tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
      @tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
      @tone_duration -= 1
    end
    if @tone_red_duration >= 1     # Red Tone
      d = @tone_red_duration
      @tone.red = (@tone.red * (d - 1) + @tone_red_target) / d
      @tone_red_duration -= 1
    end
    if @tone_green_duration >= 1   # Green Tone
      d = @tone_green_duration
      @tone.green = (@tone.green * (d - 1) + @tone_green_target) / d
      @tone_green_duration -= 1
    end
    if @tone_blue_duration >= 1    # Blue Tone
      d = @tone_blue_duration
      @tone.blue = (@tone.blue * (d - 1) + @tone_blue_target) / d
      @tone_blue_duration -= 1
    end
    if @tone_gray_duration >= 1    # Gray Tone
      d = @tone_gray_duration
      @tone.gray = (@tone.gray * (d - 1) + @tone_gray_target) / d
      @tone_gray_duration -= 1
    end
    if @zoom_x_duration >= 1       # Zoom X
      d = @zoom_x_duration
      @zoom_x = (@zoom_x * (d - 1) + @zoom_x_target) / d
      @zoom_x_duration -= 1
    end
    if @zoom_y_duration >= 1       # Zoom Y
      d = @zoom_y_duration
      @zoom_y = (@zoom_y * (d - 1) + @zoom_y_target) / d
      @zoom_y_duration -= 1
    end
    if @wave_amp_duration >= 1     # Wave Amplitude
      d = @wave_amp_duration
      @wave_amp = (@wave_amp * (d - 1) + @wave_amp_target) / d
      @wave_amp_duration -= 1
    end
    if @wave_length_duration >= 1  # Wave Length
      d = @wave_length_duration
      @wave_length = (@wave_length * (d - 1) + @wave_length_target) / d
      @wave_length_duration -= 1
    end
    if @wave_speed_duration >= 1   # Wave Speed
      d = @wave_speed_duration
      @wave_speed = (@wave_speed * (d - 1) + @wave_speed_target) / d
      @wave_speed_duration -= 1
    end
  end
end
 
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page 
#  switching via condition determinants, and running parallel process events.
#  It's used within the Game_Map class.
#==============================================================================
 
class Game_Event < Game_Character
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  alias_method(:pk8_ncp_refresh, :refresh) if !method_defined?(:pk8_ncp_refresh)
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    pk8_ncp_refresh
    event_angle_commands(@page) if @page != nil
    event_color_commands(@page) if @page != nil
    event_color_red_commands(@page) if @page != nil
    event_color_green_commands(@page) if @page != nil
    event_color_blue_commands(@page) if @page != nil
    event_color_alpha_commands(@page) if @page != nil
    event_mirror_commands(@page) if @page != nil
    event_tone_commands(@page) if @page != nil
    event_tone_red_commands(@page) if @page != nil
    event_tone_green_commands(@page) if @page != nil
    event_tone_blue_commands(@page) if @page != nil
    event_tone_gray_commands(@page) if @page != nil
    event_zoom_commands(@page) if @page != nil
    event_zoom_x_commands(@page) if @page != nil
    event_zoom_y_commands(@page) if @page != nil
    event_wave_amp_commands(@page) if @page != nil
    event_wave_length_commands(@page) if @page != nil
    event_wave_speed_commands(@page) if @page != nil
  end
  #--------------------------------------------------------------------------
  # * Event Tone
  #--------------------------------------------------------------------------
  def event_tone_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,5].to_s.downcase.include?("$tone"
        ) and !c.parameters[0][0,9].to_s.downcase.include?("$tone_red") and
        !c.parameters[0][0,11].to_s.downcase.include?("$tone_green") and
        !c.parameters[0][0,10].to_s.downcase.include?("$tone_blue") and
        !c.parameters[0][0,10].to_s.downcase.include?("$tone_gray"))
        c_substrings = c.parameters[0].split(' ')
        red = c_substrings[1].to_i
        green = c_substrings[2].to_i
        blue = c_substrings[3].to_i
        gray = c_substrings[4].to_i
        @tone = Tone.new(red, green, blue, gray)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Tone: Red
  #--------------------------------------------------------------------------
  def event_tone_red_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,9].to_s.downcase.include?(
        "$tone_red"))
        c_substrings = c.parameters[0].split(' ')
        @tone.red = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Tone: Green
  #--------------------------------------------------------------------------
  def event_tone_green_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,11].to_s.downcase.include?(
        "$tone_green"))
        c_substrings = c.parameters[0].split(' ')
        @tone.green = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Tone: Blue
  #--------------------------------------------------------------------------
  def event_tone_blue_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,10].to_s.downcase.include?(
        "$tone_blue"))
        c_substrings = c.parameters[0].split(' ')
        @tone.blue = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Tone: Gray
  #--------------------------------------------------------------------------
  def event_tone_gray_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,10].to_s.downcase.include?(
        "$tone_gray"))
        c_substrings = c.parameters[0].split(' ')
        @tone.gray = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Color
  #--------------------------------------------------------------------------
  def event_color_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,6].to_s.downcase.include?(
        "$color") and !c.parameters[0][0,10].to_s.downcase.include?("$color_red"
        ) and !c.parameters[0][0,12].to_s..downcase.include?("$color_green") and
        !c.parameters[0][0,11].to_s.downcase.include?("$color_blue") and
        !c.parameters[0][0,12].to_s.downcase.include?("$color_alpha"))
        c_substrings = c.parameters[0].split(' ')
        red, green = c_substrings[1].to_i, c_substrings[2].to_i
        blue, alpha = c_substrings[3].to_i, c_substrings[4].to_i
        @color = Color.new(red, green, blue, alpha)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Color: Red
  #--------------------------------------------------------------------------
  def event_color_red_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,10].to_s.downcase.include?(
        "$color_red"))
        c_substrings = c.parameters[0].split(' ')
        @color.red = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Color: Green
  #--------------------------------------------------------------------------
  def event_color_green_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,12].to_s.downcase.include?(
        "$color_green"))
        c_substrings = c.parameters[0].split(' ')
        @color.green = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Color: Blue
  #--------------------------------------------------------------------------
  def event_color_blue_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,11].to_s.downcase.include?(
        "$color_blue"))
        c_substrings = c.parameters[0].split(' ')
        @color.blue = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Color: Alpha
  #--------------------------------------------------------------------------
  def event_color_alpha_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,12].to_s.downcase.include?(
        "$color_alpha"))
        c_substrings = c.parameters[0].split(' ')
        @color.alpha = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Zoom
  #--------------------------------------------------------------------------
  def event_zoom_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,5].to_s.downcase.include?(
        "$zoom") and !c.parameters[0][0,7].to_s.downcase.include?("$zoom_x") and
        !c.parameters[0][0,7].to_s.downcase.include?("$zoom_y"))
        c_substrings = c.parameters[0].split(' ')
        @zoom_x, @zoom_y = c_substrings[1].to_i, c_substrings[2].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Zoom: X
  #--------------------------------------------------------------------------
  def event_zoom_x_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,7].to_s.downcase.include?(
        "$zoom_x"))
        c_substrings = c.parameters[0].split(' ')
        @zoom_x = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Zoom: Y
  #--------------------------------------------------------------------------
  def event_zoom_y_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,7].to_s.downcase.include?(
        "$zoom_y"))
        c_substrings = c.parameters[0].split(' ')
        @zoom_y = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Angle
  #--------------------------------------------------------------------------
  def event_angle_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,6].to_s.downcase.include?(
        "$angle"))
        c_substrings = c.parameters[0].split(' ')
        @angle = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Mirror
  #--------------------------------------------------------------------------
  def event_mirror_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,7].to_s.downcase.include?(
        "$mirror"))
        c_substrings = c.parameters[0].split(' ')
        if c_substrings[1].to_s.downcase.empty?; @mirror = true
        else; @mirror = (c_substrings[1].to_s.downcase == "true" ? true : false)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Wave Amplitude
  #--------------------------------------------------------------------------
  def event_wave_amp_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,9].to_s.downcase.include?(
        "$wave_amp"))
        c_substrings = c.parameters[0].split(' ')
        @wave_amp = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Wave Length
  #--------------------------------------------------------------------------
  def event_wave_length_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,12].to_s.downcase.include?(
        "$wave_length"))
        c_substrings = c.parameters[0].split(' ')
        @wave_length = 2 if c_substrings[1].to_i < 2
        @wave_length = c_substrings[1].to_i
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Event Wave Speed
  #--------------------------------------------------------------------------
  def event_wave_speed_commands(page)
    l = page.list
    for i in 0..l.length - 2
      c = l[i]
      if (c.code == 108 and c.parameters[0][0,11].to_s.downcase.include?(
        "$wave_speed"))
        c_substrings = c.parameters[0].split(' ')
        @wave_speed = c_substrings[1].to_i
      end
    end
  end
endAuthor's Notes
I wanted to work on letting game creators animate character sprites a little more through script calls. I noticed certain properties such as angle, color, mirror, tone, and angle were missing so I wanted to add them in.
Thanks
Charlie Fleed for showing me how to script special comments a few years ago.
Prof. Meow Meow making fantastic use of it in a demo he showed me a few years ago.
License / Terms
Free for non-commercial and commercial purposes. Just credit me.
RPG Maker Scripts
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Initial Switches and Variables
Memorize Tones
Mirror Events
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The Self Data Suite
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Tileset Hues
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Unlimited Graphically Layered Maps
Windowskin Converter
Change Picture Properties in Frames
Change Window Properties in Frames
Change Windowskin
Composite Windowskins
Custom Movement
Damage Text Revamp
Data Backup System 2
Dash VX for XP
Dash-Enabling Equipment
Disable Dash
Initial Switches and Variables
Memorize Tones
Mirror Events
Modify Battler Collapse Effect
Move During Messages
More Move Routes
New Character Properties
New Picture Properties
Arevulopapo's Particle Engine for VX & Ace
Picture Below Characters for XP & Ace
Pictures Can Scroll Too
Rataime's Passability Indicator Tool
The Self Data Suite
Speed Up Frame Rate for Test Play
Tileset Hues
Switchless Common Events
Unlimited Graphically Layered Maps
Windowskin Converter

 
 
 New Character Properties with Calls 2.2
 New Character Properties with Calls 2.2
 

 
![[Image: 330gzfk.png]](http://i43.tinypic.com/330gzfk.png)

 

 

 
 
 