Head getting chopped

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Marsigne

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I've searched for fix but I've only got 1 script which is MSS - Correct Sprite Display (http://forums.rpgmakerweb.com/index.php?/topic/2803-mss-correct-sprite-display/)but I have tint screen in black and it seems the script only works with default color:

This is default without script:



With the script:



Does anyone have the fix of the script, or have a working script, or some efficient method of fixing it? (making events can make lag?)

The author of the script have not logged since April, so can't wait a response from the author.

Thanks in advance!
 
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Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Provide a link to the script, please.
 

orochii

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Umm this is caused by a pretty fun fact. That script puts your sprite into a different, lets say, layer. One that is OVER the screen tint overlay. Imagine your screen as follows...

-your character-

-tint overlay (it's like a coloured film)-

-map upper layer-

-events-

-map ground layer-

So, why does your character gets its head chopped? Because the tileset wasn't made to have people walking over the trees.



I suggest you getting rid of the script, and just fixing that issue, either on the tileset configuration, or just by repositioning the character.

Por cierto, saludos :p ,

Orochii Zouveleki
 

Shaz

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You misread muramasa.


The script is to FIX the head being chopped off issue. The ISSUE with the script (which wasn't worded very well, especially in the thread title) is that when you have a tint on the map, the script works in that the head does not show as chopped off, but the tint appears BELOW the character, so while all other characters are tinted, any that are repositioned due to the script are not.


I have fixed it by changing the sprite's z coordinate to higher than the 'over player' tiles, but keeping the sprite within the same viewport. Here's what you need to do:


Replace this (line 95)

Code:
curr_sprite.viewport = @viewport2
with this
Code:
curr_sprite.z = 201
Replace this (line 98)
Code:
curr_sprite.viewport = @viewport1
with this
Code:
curr_sprite.z = curr_sprite.character.screen_z
 

Zevia

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Is there some way within the default editor to set a sprite to a higher layer than the screen tint? Like a script call within an event's parameters to change their Z-axis or something? The effect in the second picture was actually something I was trying to do earlier that I had posted a question about.
 

Shaz

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I thought of your issue when I was working through this.


I'll reopen your thread and see if I can use this script as a basis for a solution.
 

Marsigne

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You misread muramasa.

The script is to FIX the head being chopped off issue. The ISSUE with the script (which wasn't worded very well, especially in the thread title) is that when you have a tint on the map, the script works in that the head does not show as chopped off, but the tint appears BELOW the character, so while all other characters are tinted, any that are repositioned due to the script are not.

I have fixed it by changing the sprite's z coordinate to higher than the 'over player' tiles, but keeping the sprite within the same viewport. Here's what you need to do:

Replace this (line 95)

curr_sprite.viewport = @viewport2with this
Code:
curr_sprite.z = 201
Replace this (line 98)
Code:
curr_sprite.viewport = @viewport1
with this
Code:
curr_sprite.z = curr_sprite.character.screen_z
Thanks for the fix, works perfectly :) And sorry for the late response, I was off for some time ;) The thread can be locked.
 

Andar

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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