03-22-2023, 08:37 PM
(This post was last modified: 03-22-2023, 08:38 PM by DerVVulfman.)
I'm back at it... and still having fun with the paperdoll system I just worked on weeks ago. However, I am now adding two advancements, the first one ... outstanding!
What you see above is an example of layering to create the traditional Aluxes character from RPGMaker XP... but there's more to it which I think many will enjoy.
The first layer you see is the background of a green cloak, this so the cloak can be seen behind the figure and the armor he wears. The second layer is Aluxes himself, followed by the third layer that draws the armor overtop. But the fourth layer... is the foreground of a green cloak.
The same cloak... the same one item that is equipped... with more than one image so items can have more depth and detail!
The above example did require that I had two separate sprite layers: But very little need be done within the configuration page to call upon both layers... little at all:
EQUIP['5,41'] = [["Acc/020-Cloak02a"],["Acc/020-Cloak02b", 30]]
If you want to make some piece of gear have multiple layers, just include each layer as an item array of its own... In the above example, item #41 has TWO layers defined. The first draws a cloak image found in the Acc array (short for Accessories). The second draws another cloak image, but with a hue shift of 30. I only added that for kicks.
And what I worked out doesn't care if it is a weapon slot, an accessory slot, an armor slot of a left-toenail slot (if you make one up).
Now, the system DOES require a little ... prodding... to know that an item slot does have more than one layer to draw. For this, you merely need to update the Order Style arrays accordingly:
ORDER_STYLE[2] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]
ORDER_STYLE[4] = [ RIGHT, ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT]
ORDER_STYLE[6] = [ ACCESSORY, LEFT, BODY, ARMOR, HELMET, ACCESSORY, RIGHT]
ORDER_STYLE[8] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]
In each of these, you can see the ACCESSORY slot listed twice. And really, that is necessary to let the system realize there are multiple layers to draw. But fret not if you forget to make an entry use two items. The system is set up in such a way that it can see if an EQUIP entry has an array of item layers, or just the standard.
So yeah... getting busy.
What you see above is an example of layering to create the traditional Aluxes character from RPGMaker XP... but there's more to it which I think many will enjoy.
The first layer you see is the background of a green cloak, this so the cloak can be seen behind the figure and the armor he wears. The second layer is Aluxes himself, followed by the third layer that draws the armor overtop. But the fourth layer... is the foreground of a green cloak.
The same cloak... the same one item that is equipped... with more than one image so items can have more depth and detail!
The above example did require that I had two separate sprite layers: But very little need be done within the configuration page to call upon both layers... little at all:
EQUIP['5,41'] = [["Acc/020-Cloak02a"],["Acc/020-Cloak02b", 30]]
If you want to make some piece of gear have multiple layers, just include each layer as an item array of its own... In the above example, item #41 has TWO layers defined. The first draws a cloak image found in the Acc array (short for Accessories). The second draws another cloak image, but with a hue shift of 30. I only added that for kicks.
And what I worked out doesn't care if it is a weapon slot, an accessory slot, an armor slot of a left-toenail slot (if you make one up).
Now, the system DOES require a little ... prodding... to know that an item slot does have more than one layer to draw. For this, you merely need to update the Order Style arrays accordingly:
ORDER_STYLE[2] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]
ORDER_STYLE[4] = [ RIGHT, ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT]
ORDER_STYLE[6] = [ ACCESSORY, LEFT, BODY, ARMOR, HELMET, ACCESSORY, RIGHT]
ORDER_STYLE[8] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]
In each of these, you can see the ACCESSORY slot listed twice. And really, that is necessary to let the system realize there are multiple layers to draw. But fret not if you forget to make an entry use two items. The system is set up in such a way that it can see if an EQUIP entry has an array of item layers, or just the standard.
So yeah... getting busy.
* This post brought by the music of Jake Gamelin