Hi!
Only a simple question. Is it possible to change the player's z depth (z axis)?
I need to put the player above an event with "same as player" priority, I know it would be easier if i change the priority to "below character" but I need to do it other way.
Thanks in advance :)
Player z depth
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Why?
It's probably possible with scripts, but it would mess with a lot of other parts of the engine.
So please tell us what you really want to achieve ingame, and perhaps we can tell you a better way. -
Ok, I will try to explain it clearly because until now I've had to do some weird things to get what I wanted.
Well, the case is that I want to create a switch below the player that when walking over activates a door. The problem is that I'm using a fog script with a layer below the player (depth: 1); I used this layer to create a reflection effect given that the events that have "below character" priority are shown under this semi-transparent layer.
Now it comes the problem: if I put the switch event "below character" it appers below the fog layer, and if I put it "same as player" with the option "Through" activated, sometimes the player appears under it. So thats the reason why I wanted to rise the player one z depth level.
I don't know if I explained it well. Here's an image to illustrate it:

And here's the error:

EDITED: Another option can be change the z of the fog layer to 0 and set the reflection event under it, but i don't know how to set up negative priorities...
Sorry for my bad english :( -
Just as I thought, there are several additional problems you ignored with this.
The player priority does more than only changing the layer where the event is displayed - it also changes how the trigger behaves.
If the priority is below player, the action button (and any other positional trigger) will react to the player standing on the same coordinates as the event.
If the priority is same as player, the event becomes impassable and the trigger reacts when the player stand in one of the four directions next to the event, but NOT when the player stands on the same coordinates...
Modifying those options will probably have a lot more results than your intention, so I think your best option is to look for a modification of the script you're using, and to get that we need a link to that script - please provide it. -
Well, while reading your reply I just realized that I omitted an important fact. I'm using a pixel movement script (GaryCXJk's Free Movement script), so this may also be affecting the behaviour of the event. Because as I said sometimes the player remains below the switch event (when he's behind), and sometimes above (when he's in front of it).
Wouldn't it be easier to find a way to bring down the event (the one that should be below the fog layer) giving to it a negative z depth number? Is it possible, for example, to change somehow it's depth to -1?
Anyway I provide you the script that I'm using (I copied it from the script editor because Victor's webpage doesn't work well):
Victor Engine - Fog and Overlay
And here's the pixel movement script too:Spoiler#==============================================================================# ** Victor Engine - Fog and Overlay#------------------------------------------------------------------------------# Author : Victor Sant## Version History:# v 1.00 - 2011.12.19 > First relase# v 1.01 - 2011.12.30 > Faster Regular Expressions# v 1.02 - 2012.01.02 > Fixed fog dispose when changing maps# v 1.03 - 2012.01.04 > Fixed load fail when fog ON# v 1.04 - 2012.01.10 > Fixed fog movement y bug# v 1.05 - 2012.01.14 > Fixed the positive sign on some Regular Expressions# v 1.06 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “”# v 1.07 - 2012.01.15 > Fixed fog position in maps with loop# v 1.08 - 2012.05.21 > Compatibility with Map Turn Battle# v 1.09 - 2012.05.24 > Fixed initial fog position# v 1.10 - 2012.07.02 > Fixed initial fog position with Map Turn Battle# v 1.11 - 2012.08.02 > Compatibility with Basic Module 1.27#------------------------------------------------------------------------------# This script allows to add varied of effects and overlays to the maps.# Differently from pictures the fog follows the map movement instead of the# screen (this behavior can be changed). You can add various fogs and/or # overlays to the map.#------------------------------------------------------------------------------# Compatibility# Requires the script 'Victor Engine - Basic Module' v 1.27 or higher# # * Alias methods# class Game_Screen# def initialize# def clear# def update## class Game_Map# def setup(map_id)# def scroll_down(distance)# def scroll_left(distance)# def scroll_right(distance)# def scroll_up(distance)## class Spriteset_Map# def initialize# def dispose# def update## class Game_Interpreter# def comment_call##------------------------------------------------------------------------------# Instructions:# To instal the script, open you script editor and paste this script on# a new section bellow the Materials section. This script must also# be bellow the script 'Victor Engine - Basic'# The images must be placed on the folder "Graphics/Fogs". Create a folder# named "Fogs" on the Graphics folder.##------------------------------------------------------------------------------# Maps and Comment calls note tags:# Tags to be used on the Maps note box in the database or in events# comment box, works like a script call## <fog effect># settings# </fog effect># Create a fog effect on the map, add the following values to the info# the ID and name must be added, other values are optional.# id: x : fog ID# name: "x" : fog graphic filename ("filename")# opacity: x : fog opacity (0-255)# move: x : fog screen movement (32 = fog follows the map)# zoom: x : fog zoom (100 = default size)# hue: x : fog hue (0-360)# blend: x : fog blend type (0: normal, 1: add, 2: subtract)# depth: x : fog Z axis (300 = default value)## <fog opacity id: o, d># This tag allows to change the fog opacity gradually# id : fog ID# o : new opacity (0-255)# d : wait until complete change (60 frames = 1 second)## <fog move id: x, y># This tag adds fog continuous movement# id : fog ID# x : horizontal movement, can be positive or negative# y : vertical movement, can be positive or negative## <fog tone id: r, g, b, y, d># This tag allows to change the fog opacity gradually# id : fog ID# r : red tone (0-255, can be negative)# g : green tone (0-255, can be negative)# b : blue tone (0-255, can be negative)# y : gray tone (0-255)# d : wait until complete change (60 frames = 1 second)##------------------------------------------------------------------------------# Additional instructions:## Map note tags commands are called right when enters the map, comment calls# are called during the event process.##==============================================================================#==============================================================================# ** Victor Engine#------------------------------------------------------------------------------# Setting module for the Victor Engine#==============================================================================module Victor_Engine #-------------------------------------------------------------------------- # * Set fogs visibility on battle # When true, fogs are visible on battle #-------------------------------------------------------------------------- VE_BATTLE_FOGS = false #-------------------------------------------------------------------------- # * required # This method checks for the existance of the basic module and other # VE scripts required for this script to work, don't edit this #-------------------------------------------------------------------------- def self.required(name, req, version, type = nil) if !$imported[:ve_basic_module] msg = "The script '%s' requires the script\n" msg += "'VE - Basic Module' v%s or higher above it to work properly\n" msg += "Go to http://victorscripts.wordpress.com/ to download this script." msgbox(sprintf(msg, self.script_name(name), version)) exit else self.required_script(name, req, version, type) end end #-------------------------------------------------------------------------- # * script_name # Get the script name base on the imported value, don't edit this #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") endend$imported ||= {}$imported[:ve_fog_and_overlay] = 1.11Victor_Engine.required:)ve_fog_and_overlay, :ve_basic_module, 1.27, :above)#==============================================================================# ** Cache#------------------------------------------------------------------------------# This module loads each of graphics, creates a Bitmap object, and retains it.# To speed up load times and conserve memory, this module holds the created# Bitmap object in the internal hash, allowing the program to return# preexisting objects when the same bitmap is requested again.#==============================================================================module Cache #-------------------------------------------------------------------------- # * New method: fogs #-------------------------------------------------------------------------- def self.fogs(filename) self.load_bitmap('Graphics/Fogs/', filename) endend#==============================================================================# ** DataManager#------------------------------------------------------------------------------# This module handles the game and database objects used in game.# Almost all global variables are initialized on this module#==============================================================================class << DataManager #-------------------------------------------------------------------------- # * Alias method: setup_new_game #-------------------------------------------------------------------------- alias :setup_new_game_fog_and_overlay :setup_new_game def setup_new_game setup_new_game_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: setup_battle_test #-------------------------------------------------------------------------- alias :setup_battle_test_fog_and_overlay :setup_battle_test def setup_battle_test setup_battle_test_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: create_game_objects #-------------------------------------------------------------------------- alias :create_game_objects_fog_and_overlay :create_game_objects def create_game_objects create_game_objects_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: make_save_contents #-------------------------------------------------------------------------- alias :make_save_contents_fog_and_overlay :make_save_contents def make_save_contents contents = make_save_contents_fog_and_overlay contents[:battle_fogs] = $game_battle_fogs contents end #-------------------------------------------------------------------------- # * Alias method: extract_save_contents #-------------------------------------------------------------------------- alias :extract_save_contents_fog_and_overlay :extract_save_contents def extract_save_contents(contents) extract_save_contents_fog_and_overlay(contents) $game_battle_fogs = contents[:battle_fogs] endend#==============================================================================# ** Game_Screen#------------------------------------------------------------------------------# This class handles screen maintenance data, such as change in color tone,# flashes, etc. It's used within the Game_Map and Game_Troop classes.#==============================================================================class Game_Screen #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :fogs #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize @fogs = Game_Fogs.new initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: clear #-------------------------------------------------------------------------- alias :clear_ve_fog_and_overlay :clear def clear clear_ve_fog_and_overlay clear_fogs end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_ve_fog_and_overlay update_fogs end #-------------------------------------------------------------------------- # * New method: fogs #-------------------------------------------------------------------------- def fogs @fogs ||= Game_Fogs.new end #-------------------------------------------------------------------------- # * New method: clear_fogs #-------------------------------------------------------------------------- def clear_fogs fogs.each {|fog| fog.erase } end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs fogs.each {|fog| fog.update } end #-------------------------------------------------------------------------- # * New method: create_fog #-------------------------------------------------------------------------- def create_fog(*args) fogs[args.first].show(*args) end #-------------------------------------------------------------------------- # * New method: set_fog_move #-------------------------------------------------------------------------- def set_fog_move(id, sx, sy) fogs[id].start_movement(sx, sy) end #-------------------------------------------------------------------------- # * New method: set_fog_tone #-------------------------------------------------------------------------- def set_fog_tone(id, red, green, blue, gray, duration = 0) tone = Tone.new(red, green, blue, gray) fogs[id].start_tone_change(tone, duration) end #-------------------------------------------------------------------------- # * New method: set_fog_opacity #-------------------------------------------------------------------------- def set_fog_opacity(id, opacity, duration = 0) fogs[id].start_opacity_change(opacity, duration) endend#==============================================================================# ** Game_Map#------------------------------------------------------------------------------# This class handles maps. It includes scrolling and passage determination# functions. The instance of this class is referenced by $game_map.#==============================================================================class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :fog_x attr_accessor :fog_y #-------------------------------------------------------------------------- # * Alias method: setup #-------------------------------------------------------------------------- alias :setup_ve_fog_and_overlay :setup def setup(map_id) setup_ve_fog_and_overlay(map_id) setup_fogs_effect end #-------------------------------------------------------------------------- # * Alias method: scroll_down #-------------------------------------------------------------------------- alias :scroll_down_ve_fog_and_overlay :scroll_down def scroll_down(distance) last_y = @display_y scroll_down_ve_fog_and_overlay(distance) @fog_y += loop_vertical? ? distance : @display_y - last_y end #-------------------------------------------------------------------------- # * Alias method: scroll_left #-------------------------------------------------------------------------- alias :scroll_left_ve_fog_and_overlay :scroll_left def scroll_left(distance) last_x = @display_x scroll_left_ve_fog_and_overlay(distance) @fog_x += loop_horizontal? ? -distance : @display_x - last_x end #-------------------------------------------------------------------------- # * Alias method: scroll_right #-------------------------------------------------------------------------- alias :scroll_right_ve_fog_and_overlay :scroll_right def scroll_right(distance) last_x = @display_x scroll_right_ve_fog_and_overlay(distance) @fog_x += loop_horizontal? ? distance : @display_x - last_x end #-------------------------------------------------------------------------- # * Alias method: scroll_up #-------------------------------------------------------------------------- alias :scroll_up_ve_fog_and_overlay :scroll_up def scroll_up(distance) last_y = @display_y scroll_up_ve_fog_and_overlay(distance) @fog_y += loop_vertical? ? -distance : @display_y - last_y end #-------------------------------------------------------------------------- # * New method: setup_fogs_effect #-------------------------------------------------------------------------- def setup_fogs_effect @fog_x = 0 @fog_y = 0 create_fog(note) set_fog_opacity(note) set_fog_move(note) set_fog_tone(note) end #-------------------------------------------------------------------------- # * New method: create_fog #-------------------------------------------------------------------------- def create_fog(note) regexp = get_all_values("FOG EFFECT") note.scan(regexp) { setup_fog($1) } end #-------------------------------------------------------------------------- # * New method: set_fog_opacity #-------------------------------------------------------------------------- def set_fog_opacity(note) regexp = /<FOG OPACITY (\d+): (\d+) *, *(\d+)>/i note.scan(regexp) do |id, o, d| @screen.set_fog_opacity(id.to_i, o.to_i, d.to_i) end end #-------------------------------------------------------------------------- # * New method: set_fog_move #-------------------------------------------------------------------------- def set_fog_move(note) regexp = /<FOG MOVE (\d+): ([+-]?\d+) *, *([+-]?\d+)>/i note.scan(regexp) do |id, sx, sy| @screen.set_fog_move(id.to_i, sx.to_i, sy.to_i) end end #-------------------------------------------------------------------------- # * New method: set_fog_tone #-------------------------------------------------------------------------- def set_fog_tone(note) values = "(\\d+) *, *(\\d+) *, *(\\d+) *, *(\\d+)(?: *, *(\\d+))?" regexp = /<FOG TONE (\d+): #{values}>/i note.scan(regexp) do |i, r, g, b, a, d| info = [i.to_i, r.to_i, g.to_i, b.to_i, a.to_i, d ? d.to_i : 0] @screen.set_fog_tone(*info) end end #-------------------------------------------------------------------------- # * New method: setup_fog #-------------------------------------------------------------------------- def setup_fog(info) id = info =~ /ID: (\d+)/i ? $1.to_i : 0 name = info =~ /NAME: #{get_filename}/i ? $1.dup : "" op = info =~ /OPACITY: (\d+)/i ? $1.to_i : 192 move = info =~ /MOVE: (\d+)/i ? $1.to_i : 32 zoom = info =~ /ZOOM: (\d+)/i ? $1.to_f : 100.0 hue = info =~ /HUE: (\d+)/i ? $1.to_i : 0 blend = info =~ /BLEND: (\d+)/i ? $1.to_i : 0 depth = info =~ /DEPTH: ([+-]?\d+)/i ? $1.to_i : 300 @screen.create_fog(id, name, op, move, zoom, hue, blend, depth) endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------# An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_fog_and_overlay :comment_call def comment_call call_create_fog_effect comment_call_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * New method: call_create_fog_effect #-------------------------------------------------------------------------- def call_create_fog_effect $game_map.create_fog(note) $game_map.set_fog_opacity(note) $game_map.set_fog_move(note) $game_map.set_fog_tone(note) endend#==============================================================================# ** Spriteset_Map#------------------------------------------------------------------------------# Esta classe reune os sprites da tela de mapa e tilesets. Esta classe é# usada internamente pela classe Scene_Map. #==============================================================================class Spriteset_Map #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize create_fogs initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: dispose #-------------------------------------------------------------------------- alias :dispose_ve_fog_and_overlay :dispose def dispose dispose_ve_fog_and_overlay dispose_fogs end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_ve_fog_and_overlay update_fogs end #-------------------------------------------------------------------------- # * New method: create_fogs #-------------------------------------------------------------------------- def create_fogs @fog_sprites = [] end #-------------------------------------------------------------------------- # * New method: dispose_fogs #-------------------------------------------------------------------------- def dispose_fogs if @fog_sprites @fog_sprites.compact.each {|sprite| sprite.dispose } @fog_sprites.clear end end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs $game_map.screen.fogs.each do |fog| @fog_sprites[fog.id] ||= Sprite_Fog.new(@viewport1, fog) @fog_sprites[fog.id].update end endend#==============================================================================# ** Spriteset_Battle#------------------------------------------------------------------------------# This class brings together battle screen sprites. It's used within the# Scene_Battle class.#==============================================================================class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize create_fogs if $game_battle_fogs initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: dispose #-------------------------------------------------------------------------- alias :dispose_ve_fog_and_overlay :dispose def dispose dispose_fogs if $game_battle_fogs dispose_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_fogs if $game_battle_fogs update_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * New method: create_fogs #-------------------------------------------------------------------------- def create_fogs @fog_sprites = [] end #-------------------------------------------------------------------------- # * New method: dispose_fogs #-------------------------------------------------------------------------- def dispose_fogs if @fog_sprite $game_map.screen.fogs.clear @fog_sprites.compact.each {|sprite| sprite.dispose } @fog_sprites.clear end end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs $game_map.screen.fogs.each do |fog| @fog_sprites[fog.id] ||= Sprite_Fog.new(@viewport1, fog) @fog_sprites[fog.id].update end endend#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------# This class performs the map screen processing.#==============================================================================class Scene_Map #-------------------------------------------------------------------------- # * Alias method: pre_transfer #-------------------------------------------------------------------------- alias :pre_transfer_ve_fog_and_overlay :pre_transfer def pre_transfer pre_transfer_ve_fog_and_overlay if $game_player.new_map_id != $game_map.map_id @spriteset.dispose_fogs $game_map.screen.clear_fogs $game_map.screen.fogs.clear end endend#==============================================================================# ** Game_Fog#------------------------------------------------------------------------------# This class handles fog data. This class is used within the Game_Fogs class.#==============================================================================class Game_Fog #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :id attr_reader :name attr_reader :hue attr_reader :sx attr_reader :sy attr_reader :ox attr_reader :oy attr_reader :depth attr_reader :move attr_reader :zoom_x attr_reader :zoom_y attr_reader :opacity attr_reader :blend_type attr_reader :tone #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(id) @id = id init_basic init_target init_tone end #-------------------------------------------------------------------------- # * init_basic #-------------------------------------------------------------------------- def init_basic @name = "" @depth = 300 @zoom_x = 1.0 @zoom_y = 1.0 @move = 32 @opacity = 255.0 @blend_type = 1 @sx = 0 @sy = 0 @ox = 0 @oy = 0 @hue = 0 @opacity_duration = 0 @tone_duration = 0 end #-------------------------------------------------------------------------- # * init_target #-------------------------------------------------------------------------- def init_target @target_x = @x @target_y = @y @target_zoom_x = @zoom_x @target_zoom_y = @zoom_y @target_opacity = @opacity end #-------------------------------------------------------------------------- # * init_tone #-------------------------------------------------------------------------- def init_tone @tone = Tone.new @tone_target = Tone.new @tone_duration = 0 end #-------------------------------------------------------------------------- # * show #-------------------------------------------------------------------------- def show(id, name, opacity, move, zoom, hue, blend, depth) @id = id @name = name @move = move @zoom_x = zoom.to_f @zoom_y = zoom.to_f @depth = depth @opacity = opacity.to_f @blend_type = blend @ox = 0 @oy = 0 init_target init_tone end #-------------------------------------------------------------------------- # * start_movement #-------------------------------------------------------------------------- def start_movement(sx, sy) @sx = sx @sy = sy end #-------------------------------------------------------------------------- # * start_tone_change #-------------------------------------------------------------------------- def start_tone_change(tone, duration) @tone_target = tone.clone @tone_duration = [duration.to_i, 0].max @tone = @tone_target.clone if @tone_duration == 0 end #-------------------------------------------------------------------------- # * start_opacity_change #-------------------------------------------------------------------------- def start_opacity_change(opacity, duration) @opacity_target = opacity @opacity_duration = [duration.to_i, 0].max @opacity = @opacity_target if @opacity_duration == 0 end #-------------------------------------------------------------------------- # * erase #-------------------------------------------------------------------------- def erase @name = "" end #-------------------------------------------------------------------------- # * update #-------------------------------------------------------------------------- def update update_move update_tone update_opacity end #-------------------------------------------------------------------------- # * update_move #-------------------------------------------------------------------------- def update_move @ox -= @sx / 16.0 @oy -= @sy / 16.0 end #-------------------------------------------------------------------------- # * update_opacity #-------------------------------------------------------------------------- def update_opacity return if @opacity_duration == 0 d = @opacity_duration @opacity = (@opacity * (d - 1) + @opacity_target) / d @opacity_duration -= 1 end #-------------------------------------------------------------------------- # * update_tone #-------------------------------------------------------------------------- def update_tone return if @tone_duration == 0 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 endend#==============================================================================# ** Game_Fogs#------------------------------------------------------------------------------# This class handles fogs. This class is used within the Game_Screen class.#==============================================================================class Game_Fogs #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize @data = [] end #-------------------------------------------------------------------------- # * [] #-------------------------------------------------------------------------- def [](number) @data[number] ||= Game_Fog.new(number) end #-------------------------------------------------------------------------- # * each #-------------------------------------------------------------------------- def each @data.compact.each {|fog| yield fog } if block_given? end #-------------------------------------------------------------------------- # * clear #-------------------------------------------------------------------------- def clear @data.clear endend#==============================================================================# ** Sprite_Fog#------------------------------------------------------------------------------# This sprite is used to display fgos. It observes a instance of the# Game_Fog class and automatically changes sprite conditions.#==============================================================================class Sprite_Fog < Plane #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(viewport, fog) super(viewport) @fog = fog @x = 0 @y = 0 $game_map.fog_x = 0 $game_map.fog_y = 0 @initi_ox = $game_map.display_x * 32 @initi_oy = $game_map.display_y * 32 update end #-------------------------------------------------------------------------- # * dispose #-------------------------------------------------------------------------- def dispose bitmap.dispose if bitmap super end #-------------------------------------------------------------------------- # * update #-------------------------------------------------------------------------- def update update_bitmap update_position update_zoom update_other end #-------------------------------------------------------------------------- # * update bitmap #-------------------------------------------------------------------------- def update_bitmap if @fog_name != @fog.name self.bitmap = Cache.fogs(@fog.name) @fog_name = @fog.name.dup end end #-------------------------------------------------------------------------- # * update_position #-------------------------------------------------------------------------- def update_position self.ox = $game_map.fog_x * @fog.move + @fog.ox + @initi_ox self.oy = $game_map.fog_y * @fog.move + @fog.oy + @initi_oy self.z = @fog.depth end #-------------------------------------------------------------------------- # * update_zoom #-------------------------------------------------------------------------- def update_zoom self.zoom_x = @fog.zoom_x / 100.0 self.zoom_y = @fog.zoom_y / 100.0 end #-------------------------------------------------------------------------- # * update_other #-------------------------------------------------------------------------- def update_other self.opacity = @fog.opacity self.blend_type = @fog.blend_type self.tone.set(@fog.tone) endend
Free Movement Script
http://area91.multiverseworks.com/rmvxa/script/CXJ_Free_Movement.rb -
Little bump :(
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Argami, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.
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Wow sorry... I thought I only had to wait 24 hours.