02-10-2014, 09:11 AM
Addendum: This is another script that performs the same function. It has some similar functions to my edit above, maybe improved.
Appearing over tiles is dependant on a terrain tag being visible instead of not, and events require a comment instead of being based on priority setting (normal_priority?). I want to edit this because it makes more sense to me to mark tiles that you want to appear over everything (high objects) than to mark tiles you want to appear in front of (a whole lot of ground level tiles).
Replacing terrain references with $game_map.terrain_tag(last_x, last_y) == UpperTerrain && $game_map.tile_id(last_x, last_y, 2) != 0 seems to do it, but I'm not why it still draws the upper dummy even on blank tiles. (Which may cause unnecessary lag?) I believe there are things I'm still misunderstanding about the conditions to draw the dummy area, this isn't the way to do it.
Events are a pain. Laggy. Better to set them <large sprite> on a case-by-case basis. Even then something is up somewhere. Hrmmm.
It also appears to not work on Victor Slant-script-altered followers in general??
Replacing an early line with return false unless @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) seems to do it...
Appearing over tiles is dependant on a terrain tag being visible instead of not, and events require a comment instead of being based on priority setting (normal_priority?). I want to edit this because it makes more sense to me to mark tiles that you want to appear over everything (high objects) than to mark tiles you want to appear in front of (a whole lot of ground level tiles).
Replacing terrain references with $game_map.terrain_tag(last_x, last_y) == UpperTerrain && $game_map.tile_id(last_x, last_y, 2) != 0 seems to do it, but I'm not why it still draws the upper dummy even on blank tiles. (Which may cause unnecessary lag?) I believe there are things I'm still misunderstanding about the conditions to draw the dummy area, this isn't the way to do it.
Events are a pain. Laggy. Better to set them <large sprite> on a case-by-case basis. Even then something is up somewhere. Hrmmm.
It also appears to not work on Victor Slant-script-altered followers in general??
Replacing an early line with return false unless @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) seems to do it...