# aliased methods - create_viewports dispose_viewportsĪlias mafpm_creatviewpor_3dk8 create_viewports Mafpm_updt_5fw1(*args, &block) # Call original method If & (MA_FixPicture::COORDINATES_SWITCH_ID = true || *= *= 32 Mafpm_showpic_3jb7(name, *args, &block) # Call Original Method When 2 then 150 # Above normal characters but below Above = z_var < 300 ? z_var : z_var - 300 # Directly set to value When 1 then 50 # Above tilemap but below normal characters When 0 then self.number # Normal position When -1 then -50 # Below tilemap but above parallax # If 0 or less than 300, then it should belong to the = (z_var != 0 & z_var < 300) ? 1 : 2 Mafpm_iniz_2fg6(*args, &block) # Call Original = self.number # new public instance variables - mafpm_vp_id mafpm_fixed mafpm_z # want to use to control the z-value priority of the picture. # Z_VARIABLE_ID - set this to the ID of the in-game variable that you # be on when the FPM Switch is on, you can set it to have the same ID. # for fixed pictures, you can just use the grid x and y coordinates (ie: you # want to use to control how coordinates are set. # COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you # use to control whether pictures should be fixed. # SWITCH_ID - set this to the ID of the in-game switch that you want to # This module holds some relevant configuration Data If set to any other value, the z value of the picture # characters with normal priority but below characters with "Above # and characters with normal priority if set to 2, it will show above # parallax if set to 1, it will show above all non-star tiles but star tiles # the tilemap but above the parallax if set to -2, it will show below the # 0 then it will be in its normal place if set to -1, it will show below # shown determines where the picture will show up. # The value to which that in-game variable is set at the time a picture is # variable is also specifed by you by changing Z_VARIABLE_ID at line 69. # below it), all you need to do is change the value of a variable. # To specify the layer of the tilemap (what shows above it and what shows # which you choose by changing the value of COORDINATES_SWITCH_ID at line 63. You can turn on this feature using another switch, again one # to show up at (3, 5) in the map, you could set it to that directly instead # coordinates instead of pixel coordinates. # For the fixed pictures, you also have the option of assigning it to grid To specify which switch, all you need to do is change the value of # screen, all you need to do is turn an in-game switch on before showing the # To specify that a picture should be fixed to a map and not follow the # Paste this script into its own slot in the Script Editor, above Main but # This script has no effect in battle and pictures there behave normally. # to show below characters, or even below the tiles or below the parallax. Additionally, the script lets you set the Z value # of the map, rather than the screen, so that the picture won't move with you # This allows you to set the position of a picture by the X and Y position If you have any questions, please feel free to ask it in this topic. Please read the instructions in the header of the script very carefully, as it explains this in more detail. The value of the switch will be irrelevant in that case and the picture will always be fixed. The variable determines the vertical position of the picture (ie - what things show above it and what things show below it).Īlternatively, you can identify some pictures as permanently fixed by including the code: in the picture's name. When the second switch is ON, then that permits you to use grid coordinates when setting the position of pictures that are fixed to the map. When you turn the first switch on in-game, then any pictures shown while it is ON will be fixed to the map and will not follow the screen. To use this script, you must first set which in-game switches and variables you will use to control the various features of the script. Paste this script into its own slot in the Script Editor, above Main but below Materials.
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