(I basically created a Tiles F and Tiles G); I can still add a third file but for that I'll need to change a bigger chunk of the core code; Then for more than three I would need to increase the number of webgl textures used.
Ah sorry I missed the fact that this was for MV;
The MV version of the doodads didn't have the ability to place tiles directly from the tileset so she would need to save the shadows as separate images on the doodads folder, but it would work too.
You would need to create a sprite for the D tiles instead of drawing them directly on the map. The upcoming VisuMZ Doodads can do that, but it'll be creating a separate sprite for each tile.
In your case I think using a parallax layer might actually be the better option.
I've updated the plugin to version 1.01 now, fixing the issues mentioned on this thread and adding new params to configure the sidestep functionality.
Regarding compatibility with VisuMZ's EventMoveCore, there are some restrictions:
if CycloneMovement is loaded first:
- VisuMZ will handle...
Thanks, somehow this was wrong on the MV version only. It was supposed to be 4 2 1.
But this param is only used if you're not using Cyclone Movement. If you have Cyclone Movement, you have to set the collision size there instead.
Not yet, but I'll have a feature for that soon.
Hero: Not again!!! M.Knight: What are you doing? Hero: I want to get that Weapon,it's really Legendary. M.Knight: i see,your Gacha Skill are Suck. Hero: Oh,yeah? Then i ask you to Get that Weapon in 1x Roll. M.Knight: Heheh...Leave it to me (add 5 Stones for 1x Roll,Legendary Weapon is out) M.Knight: See? Hero: ...
sooo I'm making the music for my game and yeah... prepare for a very non typical rpg ost... I don't even know how to make typical sounding stuff. I can do D&B, hiphop, glitch, and whatnot all day tho lol.