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> Overhead Ceilings v1.0, Restored RM2K3/RMXP feature ...
originalwij
post Jul 26 2009, 11:52 AM
Post #1


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Overhead Ceilings

Version: 1.0
Author: OriginalWij
Release Date:7/26/2009

Introduction:
I know the title sounds a little redundant, but I couldn't think of a name that describes this script better.
It restores a feature from RM2K3/RMXP where when using "roof" or "wall-top" tiles, the player could walk behind the
top-most tile of the "roof" or "wall-top".

NOTE: this script disables the auto-shadow for the "ceiling" tiles due to their new orientation.
They will still appear in the editor but NOT in-game. (You must manually replace them if desired.)


Features:
v1.0
  • Nothing to setup - plug & play
  • Automatically works with TileA3 and TileA4 "roof" and "wall-top" tiles


Installation
Put in "Materials" above "Main".
Put above any shadow-killer script. (thanks to Xarak for the heads-up)

Compatibility
Aliases a few methods, but doesn't overwrite any, so it should have high compatibility.

Screenshot
None. It would just be Ralph standing behind a tile.

Script
CODE

#==============================================================================
# Overhead Ceilings
#==============================================================================
# Author : OriginalWij
# Version : 1.0
#==============================================================================

#==============================================================================
# This script automatically restores the overhead function of "ceiling" tiles
# for the A3 (roof) and A4 (wall-top) tilesets like it was in RM2K3.
#==============================================================================

#==============================================================================
# NOTE: Auto-Shadows are disabled for the "ceiling" tiles because of their new
# orientation. They will still show in the editor, but not in-game.
#==============================================================================

#==============================================================================
# Game_Map
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# Ceiling Tiles (New)
#--------------------------------------------------------------------------
CEILINGS = [4354, 4355, 4358, 4359, 4362, 4363, 4366, 4367, 5122, 5123, 5126,
5127, 5130, 5131, 5134, 5135, 5908, 5909, 5910, 5911, 5921, 5922,
5923, 5924, 5925, 5930, 5931, 5933, 5934, 6676, 6677, 6678, 6679,
6689, 6690, 6691, 6692, 6693, 6698, 6699, 6701, 6702, 7444, 7445,
7446, 7447, 7457, 7458, 7459, 7460, 7461, 7466, 7467, 7469, 7470]
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias ow_oc_gm_initialize initialize unless $@
def initialize
ow_oc_gm_initialize
initialize_ceilings
end
#--------------------------------------------------------------------------
# Setup (Mod)
#--------------------------------------------------------------------------
alias ow_oc_gm_setup setup unless $@
def setup(map_id)
ow_oc_gm_setup(map_id)
setup_ceilings
end
#--------------------------------------------------------------------------
# Initialize Ceilings (New)
#--------------------------------------------------------------------------
def initialize_ceilings
get_ceilings
for i in @ceilings
$data_system.passages[i] = 0x10
end
end
#--------------------------------------------------------------------------
# Setup Ceilings (New)
#--------------------------------------------------------------------------
def setup_ceilings
get_ceilings
for x in 0...width
for y in 0...height
next if @map.data[x, y, 0] < 4352
if @ceilings.include?(@map.data[x, y, 0])
@map.data[x, y, 2] = @map.data[x, y, 0]
@map.data[x, y, 0] = 2840
end
end
end
end
#--------------------------------------------------------------------------
# Get Ceilings (New)
#--------------------------------------------------------------------------
def get_ceilings
return if @ceilings != nil
@ceilings = []
for i in 0..7
for id in CEILINGS
@ceilings.push(id + (48 * i))
end
end
end
end


DEMO
None. It's a small script.

FAQ
Comments and suggestions for improvement/next version welcome.

Terms and Conditions
Free to use. Please credit me.

Credits
Me


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Southtownjr
post Jul 26 2009, 12:19 PM
Post #2



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Thank you! Thank you so much! I got tired of having to make my buildings bigger just so I can have something that looks like a hallway, but it's really big. =D


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fi yuo cna raed tihs, palce it in yuor siantugre.
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Xarak
post Jul 26 2009, 12:20 PM
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Nice, I've been missing this feature from RMXP. As for the incompatibilities, the top roof sections appear as black squares and are impassible when the script is placed underneath sandgolem's Kill Autoshadows script. So, this goes above that one. Otherwise, thanks a bunch for this. Now to redesign all my maps to make sure the player can't jump through/over any walls...


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Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.

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Shanghai
post Jul 26 2009, 07:24 PM
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Now this is pretty nifty! Thanks for delivering more functionality for us, ori!


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SuperMega
post Jul 26 2009, 07:46 PM
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Ah, I remember this feature. It use to drive me crazy, but at the same time, it was much better then what VX did in place. Thanks for another great script!


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Khev
post Jul 27 2009, 10:04 AM
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I'm sorry.. What?
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Wow this is pretty useful !
I really missed that in VX.


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Draris
post Aug 7 2009, 12:36 AM
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This works great, but there is only one somewhat unimportant, but still annoying problem. If I put anything on the roof tiles (Chimneys, for example) that the player can walk behind, they no longer show up in the game. Can you try to fix this?


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originalwij
post Aug 7 2009, 09:29 AM
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QUOTE (Draris @ Aug 7 2009, 03:36 AM) *
This works great, but there is only one somewhat unimportant, but still annoying problem. If I put anything on the roof tiles (Chimneys, for example) that the player can walk behind, they no longer show up in the game. Can you try to fix this?

That's normal. Those parts that the player walks behind, thru the script, change to above the player.
Therefore, they become the same as chimneys and etc. (Example: it would be like putting a chimney on a tree top.)
To fix it, make the chimney an event set to above player. laugh.gif


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Supershadowmarti...
post Feb 25 2010, 08:00 AM
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Very Nice i wasnt really looking for this type of script but it make the game better and feels liek your acualy standing behind a tall building. Not making the building look like its the sam height as you. Nice work.


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halflink
post Feb 27 2010, 10:33 AM
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GRRrrrrr -_- can anybody help me??? when i try to copy/paste the script in my game,
the script only paste in ONE line :'( please help
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Xzygon
post Feb 27 2010, 11:30 AM
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Put it into a word document and it should be fixed.


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Don't read!
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11000100110001001100000011000000110000001100000011000100110000001100010011000100
1
10000001100010011000000110000001100000011000000110001001100010011000000110000001
1
00000011000000110001001100000011000000110001001100000011000100110001001100000011
0
00000110000001100000011000100110000001100000011000000110000001100000011000000110
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01001100010011000000110000001100010011000000110001001100000011000100110001001100
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00110000001100010011000000110001001100010011000000110000001100000011000100110001
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01100000011000000110001001100000011000000110000001100000011000000110000001100010
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11000100110000001100000011000100110001001100000011000000110001001100010011000000
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10000001100000011000000110001001100000011000100110001001100000011000100110000001
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00100110001001100000011000000110001001100000011000100110000001100000011000100110
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01100000011000000110001001100010011000000110001001100010011000000110001001100010
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11000100110001001100000011000100110001001100000011000000110001001100000011000000
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10000001100010011000100110000001100000011000100110000001100010011000000110000001
1
00010011000000110001001100010011000100110000





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7evenstitch
post Feb 27 2010, 01:22 PM
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Thanks for this. I always thought VX needed this. It'll be a great help.


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