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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
hakutsuru7777
I am working on my first RPG M XP project which is perhaps half way done and at least 3-5 hours long already. For the most part I have figured out many problems I have come across accept this one:

I need help with Event using the Support magic circle images and the issue is with Piority and Passage setting which you can not set like you can with tilesets, or maybe you can?

If there is a way to adjust these settings, please let me know.

Basically, if the hero character walks over the magic circle (support9?) event image, set to through, then the top half the image the hero's legs are behind the magic circle image but if you walk on the bottom half the image then it will seem better.

I would like the hero char to be able to walk over the magic cirlce image as if it was a grass or floor tile.
hakutsuru7777
I guess I should have posted some screen shots, this time I have some:

I am having an issue with priorities for an event graphic (support 7) which is a magic circle graphic.

If you approach from the top side of magic circle graphic, then the char sprite will have its legs UNDER the circle top, where I want the char sprite to be OVER the circle top, making it appear that the char is standing ON the circle rather than under it.

Not touching:


From top side:

As you can see the feet are clearly UNDER the circle rather than walking over top of the circle....

From Bottom side:


In theory, I could use a tileset instead of the support 7 event graphic, but then the circle wouldn't have the glowing effect.

Any suggestions on how to work around this issue so the player can walk OVER the magic cirlce?

As far as I can tell, the graphic is four tiles big (2x2), the top two tiles don't let the player walk over the graphic, but the bottom two tiles look fine if the player is approaching from the bottom.
supercow
you can put
New event- hero touch - Move event : Player : Layer priority ON/ Always on top ON (above the circle event)
and put other event around it to deactivate the layer priority ON

or

make parallel process that has X and Y of player position ,
and when at specific X and Y = Player Layer priority ON
and else = OFF
Vexus
I clearly remember a script with this purpose but I can't seem to find it anywhere.
Night_Runner
CODE
#==============================================================================
# ** XP: Night_Runner's Forced Event Z Script
#------------------------------------------------------------------------------
# History:
#  Date Created: 25/Mar/2012
#  Created for: hakutsuru7777
#   @> http://www.rpgrevolution.com/forums/index.php?showtopic=55753
#
# Description:
#  This script allows the developer to force a Z height for an event.
#
# How to Install:
#  Copy this entire script. In your game editor select Tools >> Script
#  Editor. Along the left scroll to the bottom, right click on 'Main' and
#  select 'Insert'. Paste this code on the right.
#
# How to Use:
#  On the active page of commands for an event, have the comment
#     Z = 9
#  exist, where 9 is the forced Z height.
#==============================================================================



#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  Edited to use the forced Z if it's part of the event's comments
#==============================================================================

class Game_Event
  #--------------------------------------------------------------------------
  # * Alias Methods
  #--------------------------------------------------------------------------
  alias nr_forcedZ_refresh  refresh  unless $@
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(*args, &block)
    last_page = @page
    # Run the orignial refresh
    nr_forcedZ_refresh(*args, &block)
    # If a new page of event commands is being used, and the event isn't erased
    if (last_page != @page) and not @list.nil?
      # Loop through each command
      for item in @list
        # Loop for a comment
        if item.code == 108
          # Get the Z set it it exist
          item.parameters.to_a[0] =~ /z\s*=\s*(\d)/i
          z = $1
          if z == nil
            @forced_z = nil
          else
            @forced_z = z.to_i
          end
        end
      end
    end
  end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  Edited to apply the forced Z if it exists
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :forced_z
  #--------------------------------------------------------------------------
  # * Alias Methods
  #--------------------------------------------------------------------------
  alias nr_forcedZ_screen_z  screen_z  unless $@
  #--------------------------------------------------------------------------
  # * Get Screen Z-Coordinates
  #--------------------------------------------------------------------------
  def screen_z(*args, &block)
    # Get the forced Z
    z = @forced_z
    # Use the forced Z if it exists
    return z if z.is_a?(Integer)
    # Run the original screen_z
    return nr_forcedZ_screen_z(*args, &block)
  end
end



#==============================================================================
# ** End of Script.
#==============================================================================


And the example event that I used


You can also get this to force the Z of the player, but I didn't include any documentation on how to do this, since it seems strange to want to....

Anyway, if you're willing to use a script this seems to work happy.gif
hakutsuru7777
Thanks for your help.

There is one more script maybe that I might like to try out if it is available.

I saw this demo video of RPGM VX and it showed the player character on the world map, but it also had the sprites to ALL the party members following the lead actor, making a train like chain of four sprites.

Is this possible in RPGM XP??
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