10-25-2011, 10:52 PM
Good job with the bug fix. I though it was my stuff crashing.
Your camera add-on doesn't really help my purpose. Is there any way for me to move the camera on the Y-axis, instead of pivoting it, even if you have to move the entire map instead of the camera? With the pivot, the camera is under the player once they reach above the 6th layer of full 255 height.
Something else that I've noticed; I mistakenly created a tile with full height, but no graphic and placed it on the bottom most layer. It acted, in the game, as if a full block was there, but strangly enough, the panorama could be seen through it, but the player and other events dissapeared from view when they stepped behind it. Is this why you don't use Alpha values in the map? And if so, How did you get it so that the tops of oddly-shaped areas still displays the character?
And goxga,you can easily edit the catterpillar system for anything. Just search for
and replace it with
With each parameter filled in with each necesary thing, for anything you want.
I'm using an older version of Blizz-ABS, but I would do something like this to the alias in Blizz_ABS
I think that this will work, but as I use a different system (and have not tested it), I'm not posative.
This only affects the party members following you. You will have to edit additional defenitions for Pets, Monsters, and more to appear.
Anything that uses Sprite_Character.new can be changed to become HM7::Surface.new when $game_system.hm7 is true, to display it.
Thus ends my novel of a post.
Your camera add-on doesn't really help my purpose. Is there any way for me to move the camera on the Y-axis, instead of pivoting it, even if you have to move the entire map instead of the camera? With the pivot, the camera is under the player once they reach above the 6th layer of full 255 height.
Something else that I've noticed; I mistakenly created a tile with full height, but no graphic and placed it on the bottom most layer. It acted, in the game, as if a full block was there, but strangly enough, the panorama could be seen through it, but the player and other events dissapeared from view when they stepped behind it. Is this why you don't use Alpha values in the map? And if so, How did you get it so that the tops of oddly-shaped areas still displays the character?
And goxga,you can easily edit the catterpillar system for anything. Just search for
Code:
Sprite_Character.new(viewport, character)
Code:
HM7::Surface.new(character, tilemap, viewport)
I'm using an older version of Blizz-ABS, but I would do something like this to the alias in Blizz_ABS
Code:
alias init_blizzabs_later initialize
def initialize
# call original method
init_blizzabs_later
# iterate through all active remotes, beams and all actors except player
($BlizzABS.cache.remotes + $BlizzABS.cache.beams +
$BlizzABS.battlers - [$game_player]).each {|character|
# if it's really a character
if character.is_a?(Game_Character)
# Create sprites normally on any non-HM7 map
if not $game_system.hm7
# create sprite
sprite = Sprite_Character.new(@viewport1, character)
# update sprite
sprite.update
# add sprite to character_sprites
@character_sprites.push(sprite)
else
# Instead of adding a sprite, create a Surface on HM7
# create surface
sprite = HM7::Surface.new(character, @tilemap ,@viewport1)
# update surface (Not really needed, but for consistancy)
sprite.update
# add Surface to the Surfaces
@surfaces.push(sprite)
end
end}
# set damage update flag
# Note: Damage does not display properly at all.
@dmg_update = ($scene.is_a?(Scene_Map))
end
This only affects the party members following you. You will have to edit additional defenitions for Pets, Monsters, and more to appear.
Anything that uses Sprite_Character.new can be changed to become HM7::Surface.new when $game_system.hm7 is true, to display it.
Thus ends my novel of a post.