VE - Tile Priority

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Started by Victor Sant 20 posts View original ↗




  1. This plugin allows you to setup tiles that have the same priority as character. By default, tiles can be placed only bellow characters or above characters. Tiles on the same priority as the character, will be displayed at the front of the character when the character is behind the tile and when the character is at the front of the tile, the tile will be displayed behind.

    Download:
    Victor Engine - Tile Priority

    Credits:
    Author: Victor Sant

    Terms of Use
  2. This almost sounds like it could accomplish what XP's tile priority did.  Is it standalone or does it require your engine?
  3. Shaz said:
    This almost sounds like it could accomplish what XP's tile priority did.  Is it standalone or does it require your engine?

    In fact, it not just 'almost', the tile priority work as the XP priority did.


    All my plugins requires the Basic Module.
  4. what's the purpose of the counter tile?
  5. Shaz said:
    what's the purpose of the counter tile?

    To make that the tile is only a 'priority tile' if both the Counter and Terrain Tag are set.


    This way tiles that uses only the Terrain Tags for whatever other porpouse will not be affected by the plugin. The opposite is also true, a 'counter' tile without terrain tags will behave as a normal counter tile and will not be affected by the plugin.
  6. gotcha.  Now got to determine if I use terrain tags on counters for any reason...
  7. Shaz said:
    gotcha.  Now got to determine if I use terrain tags on counters for any reason...

    For this scenario, you can still use terrain tags that are higher than the 'Max Terrain Height' plugin parameter; Only terrain tags lower than the plugin parameters are used by the plugin.
  8. Oh, fantastic!
  9. It's awesome! Much better than the previous fix that I were using, practically don't influences on the fps. I tested here and everything worked in accordance. My project use much this, and this was my hope. Nice job, again, Victor!
  10. This is really awesome! I can see this being very useful for people who utilize larger graphics like mine. Wonderful work!
  11. This works great.  Can't recommend it enough for people who use big sprites.
  12. Perfect! Thanks for this :)
  13. Just a quick heads up but this doesn't work in 1.3 or 1.3.1. 
  14. padr81 said:
    Just a quick heads up but this doesn't work in 1.3 or 1.3.1. 

    Yeah, the update broke the plugin but I'm already preparing a fix for it.
  15. Just wanted to leave a really big "thanks" here, this plugin is extremly useful and helped me solving a problem I had until a few days ago.
    May I ask another question here, since I couldn't find a support-thread?
    Will the VXA script for step sounds come to MV?

    Keep up the good work Victor!
  16. unknownnumber said:
    Will the VXA script for step sounds come to MV?
    While it is on my plans, my main issue is getting to do all I have planned, too many things planned, too little time to put those plans in action.
  17. Yeah, that's what I thought. Thanks for letting me know.
  18. Hi, thanks for the amazing plugin!
    As I understand, with this I can have a character stand in front of the fence and not being able to walk over it. At the same time, I can walk behind the fence, be visible and not being able to walk over it?
    Can it make it possible to walk over and under the same bridge on a map without events? :D
  19. Alastor01 said:
    Can it make it possible to walk over and under the same bridge on a map without events?
    No, the plugin only checks the current position of the character and priority accordinaly. Now with a bridge, the same position can have two different priorities wich this plugin doesn't do.
  20. I've noticed in later versions of MV it tends to cause a lot of lag for me.. and I don't even know why.
    But it's prompted me to try other things to get the same effect without the lag.. been using events in some cases.