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.
#============================================================================== # 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. #==============================================================================
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.
Group: Member
Posts: 1
Type: Developer
RM Skill: Advanced
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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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.
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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I cna raed tihs!
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.
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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Group: Member
Posts: 2
Type: Mapper
RM Skill: Beginner
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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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.
Group: Member
Posts: 12
Type: Developer
RM Skill: Intermediate
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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