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kyonides

OtherLayers XP + VX + ACE

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OtherLayers
XP + VX + ACE

by Kyonides

Introduction

This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map.

I am sure there gotta be other scripts that provide similar features and you know what?
I don't care about that! 😛

Embedded Notes for XP & VX

First of all, both engines have no Map Note Boxes so you must use the Map's Name as a substitute.

# This script lets you add another layer where you can place images that can
# be either static or animated.

# Create a directory called Layers inside the Graphics folder.
# Thereafter you can add as many images as deemed necessary.

# Examples: fall_1.png, fall_2.png, fall_3.png

# The state of a specific Game Switch will determine whether or not a given
# layer is visible at that moment.

# - Set a Map's Total Number of Upper Layers
# - Pattern: <LUMn> - Example: <LUM2>

# - Predefine an Upper Layer
#   - It must follow one of these patterns:
#   The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any)
# <LUn filename n n>
# <LUn filename n n Sn>
# - Examples Using the fall_ image files:
# <LU1 fall 3 20>
# <LU2 fall 3 20 S10>

Embedded Notes for VX ACE

# Create a directory called Layers inside the Graphics folder.
# Thereafter you can add as many images as deemed necessary.

# Examples: fall_1.png, fall_2.png, fall_3.png

# The state of a specific Game Switch will determine whether or not a given
# layer is visible at that moment.

# - Set a Map's Total Number of Upper Layers - Pattern: <layers n>
<layers 2>

# - Predefine an Upper Layer
#   - It must follow one of these patterns:
<layer up n filename pix n frames n>
<layer up n filename pix n frames n switch n>
# - Examples Using the fall_ image files:
<layer up 1 fall pix 3 frames 20>
<layer up 2 fall pix 3 frames 20 switch 10>

Optional Script Calls - Valid for All Engines

# - Change the Map's Upper Layer - It will replace any previous one!
upper_layer(Number).name = "BaseFileName"

# - Change the Upper Layer's Number of Pictures - if Animated
upper_layer(Number).total = TotalPictures

# - Change the Upper Layer's Timer (in Frames)
upper_layer(Number).timer = Frames

# - Change the Upper Layer's Switch ID
upper_layer(Number).switch_id = SwitchID

# - Change the Upper Layer's Data With a Single Call
upper_layer(Number).set_data(TotalPictures, Frames, SwitchID)

# - Freeze or Thaw the Upper Layer
upper_layer(Number).freeze!
upper_layer(Number).thaw!

# - Check whether or not the Upper Layer is Frozen
upper_layer(Number).frozen?

DOWNLOAD DEMOS

Terms & Conditions

Free for use in non commercial games.
Due credit is mandatory.
Do not repost it anywhere!
That's it! 😛

Edited by kyonides
Update 3
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This is awesome.

I definitely will be looking into this.

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Layers & More Layers!

Starting today, you can add several upper layers to a specific map! :D

The initial release only let you add a single upper layer but this has changed in the latest installment of my script.

Set a Map's Total Number of Upper Layers
Pattern: <layers n>

<layers 2>



I have updated the previous posts accordingly.

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Changes and Improvements Now Available!
 
In the latest edition of my script I have modified the way the map spriteset would look for any given layer note to make sure it would not skip any layer at all.

Now it's also possible to freeze and thaw the only waterfall that has ever existed in the demo! :D

Freeze or Thaw the Upper Layer

Code:
upper_layer(1).freeze!
upper_layer(1).thaw!

Check whether or not the Upper Layer is Frozen

Code:
upper_layer(1).frozen?
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A Couple of New Ports Have Arrived!


From now on, all of the features already available on RMVX ACE are also included in its RMXP and RMVX counterparts!:D
 

They all share the same Optional Script Calls!:D

Yet, the way XP and VX define their layers differ a lot from VX ACE's. :S

And yes, there is a mysterious woman with some strange abilities at the shores of Fork Island. :S

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