Script link: https://forums.rpgmakerweb.com/index.php?threads/terrain-tags.7051/
Changing tilesets via the change tileset command will break all "COVER" values set on the map. Is there a way to fix this?
Example map setup:
*18 = tiles under this region will have a higher Z value than the...
Yeah you'd have to stick to whole numbers I think. Also I have to second what TheoAllen said. No offense to the original scripter but this code is a complete mess. I'd recommend finding something else. (Hard to come by scene_title scripts that don't have particles + command pics but I'm sure...
If you're trying to get a scrolling parallax effect, an alternative option would be to set up new sprites/planes or customize the current ones in Scene_Title, nd make them manually update x/y/whatever. You'd just need to alias def update, and make sure to dispose of any new graphics.
Why would you need to get the id through the script call if you're trying to only affect picture ID 20...?
Also you should probably link to the script you're using so it's easier for people to help out.
Window_ChoiceList - For animation purposes, how would I be able to dispose of the choice window while not having to rely on close commands?
close #to remove?
Acezon's Map as title script gets super wonky with scene transitions. For example, if someone enters Scene_Status through a title command; exiting out of that scene back to the title will cause a bit of a dark flash to occur, and the typical scene fade/transition doesn't happen at all.
Have to paste the original script here as the original page/files are lost.
This script doesn't seem to work with large (8 character) sheets, specifically because of "frame_max". Idk how to fix this.
When writing in the module for a solo ($) sprite, making frame_max the amount of total frames...
If you have specific things in your game that you need people to keep in mind, write them in your post. How are people supposed to know these things beforehand?
Anyways you could fix the face sheet issue on the second one, if you're sticking to 1x1 faces only. Seems like you can preface a file...
Note that this is for map character sprites only. I'm sure there's a battlers composite sprite...
You'd have to go and edit def new_page, add this after contents.clear and before draw_face($game_message.face_name, $game_message.face_index, 0, 0)
if $game_message.face_name == "1-Claire-Intro"
$game_message.face_name = $game_switches ...
It's not for the background, no. I'm using this script for random segments in the game, paired with animation easing methods and picture-specific effects. I know I could technically just type the text onto a transparent image file and use that; I'd really rather avoid that since my project is...
In relation to this script: https://forums.rpgmakerweb.com/index.php?threads/show-text-in-a-special-way.40599/
I was previously working with a hack solution of just adding various :text arguments, each with their own y values, to fake the look of different lines. But it's a chore and doesn't...