Large Sprite ☆ Display Fix

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Neon Black, Jan 12, 2014.

  1. Dymdez

    Dymdez Newbie-in-Chief Veteran

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    Could someone explain to a noob what exactly this script does? The description in the OP leaves me wanting. What star-tile issue does this correct? I'm intrigued just looking at the overwhelming feedback.
     
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  2. Palsa

    Palsa General of Aurda Veteran

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    When a tile is set to Star, it will always appear above the character's sprite, but it can become problematic if your sprite is bigger then normal.

    Basically, if your character is walking in front of a tree, where the upper section is set to Star overlay, then the top of the tree will appear in front of your character's sprite.

    If your using the default VX sprites, then you shouldn't have to worry about it, though some XP and similar sprites may run into this issue.
     
    #42
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  3. Matombo

    Matombo Veteran Veteran

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    Is there a way to make this also work for NPC's?
     
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  4. mlogan

    mlogan Global Moderators Global Mod

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    From the instructions in the script itself:

     
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  5. Matombo

    Matombo Veteran Veteran

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    thank you ^^
     
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  6. Shinma

    Shinma Lurker Veteran

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    I have to be doing something wrong. I started a fresh project just to ensure that there was not a conflict with any other script I might be using.

    Image to show the basic layout. A cliff with a treetop behind it, from Tile B of the Exterior tileset. I also placed the treetop as an event to the left to show that the one on the right is normal tile placement:

    [​IMG]

    Poor Eric, his head is chopped off:

    [​IMG]

    He has been healed, his head has returned!

    [​IMG]

    And lastly, to show normal default passability of that tile, which is a star:

    [​IMG]

    Man, I have been using Imgur too much, I almost felt the need to post a cat tax!  =^.^=

    Thanks for reading, I apologize if I missed something in the set up, but it says it is ready to go as is.
     
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  7. Megablackdragon 31

    Megablackdragon 31 Villager Member

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    Shinma

    Did you set the upper terrain in your tileset?

    class Sprite_Character < Sprite_Base

      ##------

      ## The ID of the terrain used to display the large character above ☆ tiles.

      ## If the player is below this tile (y position), the sprite will appear

      ## above all tiles and events from that y position up.  If the player is on

      ## the same tile or above (y position) the event will appear BELOW ☆ tiles

      ## from that position up.

      ##------

      UpperTerrain = 7

     

    EDIT:

    I just tested the script... It is not a bug,you must set the treetop terrain tag to 7. Just the upper part,not the entire tree.
     
    Last edited by a moderator: Feb 21, 2015
    #47
  8. MisterTorgue

    MisterTorgue Explosioooooooons! Veteran

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    So I am using it and still getting this

    [​IMG]
    I had another script running previously that stopped this but made you turn transparent. I am running PVG's different sprite sheet controls that are needed as a core for the game, I don't know if there are known issues here?
     
    #48
  9. Shinma

    Shinma Lurker Veteran

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    Thanks, Mega. That took care of it. I have never really noticed the terrain tags inside the tilesets before!
     
    #49
  10. MisterTorgue

    MisterTorgue Explosioooooooons! Veteran

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    I had another script running previously that stopped this but made you turn transparent. I am running PVG's different sprite sheet controls that are needed as a core for the game, I don't know if there are known issues here?
    I have set the tree/cactus/brush tops e.c.t. to the terrain tag as well to test, again doesn't work, still has the same issues, really need this issue resolved so the game feels like normal again!!
     
    #50
  11. Candacis

    Candacis Pixel Pusher Restaff

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    I really love this script for Ace, it fixes so many problems, not only with bigger sprites, but also some mapping problems. Any thoughts about having a similiar plugin made for MV?
     
    #51
  12. RPGator

    RPGator Villager Member

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    Is it possible to edit the script so that the Game Player and Game Followers are both affected by this script?

    By default it looks like this

    [​IMG]
    I tried to change things around but the best I could do without causing an error was to make the script affect the Game Followers only (swapped Game_Player and Game_Follower in lines 71 and 72)

    [​IMG]
    I was hoping someone with more knowledge than me knows a simple way to have the script affect both player and followers without causing an error? I had issues with the other large sprite fix by Moby so I was hoping to get this one to work. If it's too difficult I guess I'll have to turn off party followers in game  :(
     
    #52
  13. Shaz

    Shaz Veteran Veteran

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    lol - you turned it on for followers, but off for the player.

    Change it from this:

    Code:
        return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower)    return false unless @character.is_a?(Game_Player) || @character.large_sprite
    to this:
    Code:
        return false if @character.is_a?(Game_Vehicle)    return false unless @character.is_a?(Game_Player) || @character.is_a?(Game_Follower) || @character.large_sprite
     
    Last edited by a moderator: Nov 17, 2015
    #53
  14. RPGator

    RPGator Villager Member

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    Working perfectly now, thank you!

    (I realized what I did lol...this is why asking for help is a lot more efficient than fumbling around blindly  :headshake:  )
     
    #54
  15. Shaz

    Shaz Veteran Veteran

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    sometimes fumbling around can teach you more than asking and getting an answer. It's usually better if it's not blindly though ;)
     
    #55
  16. Luck Of Kurisu Saimon Des

    Luck Of Kurisu Saimon Des Expert Member??♣ Veteran

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    Thank You Very Much

    _v1_images_greetings-rebels-202-ahsoka-all-right-if-i-tag-along_c50850ab.gif
     
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