Z-Level Tile Terrain Tag

seita

Donn_M
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Z-Level Tile Terrain Tag
Hey guys! I'm trying to find or request a script that brings back a functionality in RPG Maker XP. Before, there was an option to change the Z-Level of tiles that were to show above a character. This was important for the large sprites, though it isn't as important with the VX Ace style chibi characters. However, I'm using XP/Mack-sized sprites along with a jumping script that makes it incredibly easy to see tile clipping.
 

I don't know how the game handles this in XP, but how I would like it in the script is this:

1. If a specific Terrain Tag is used for the Star-passable tile, then it will appear behind the actor or NPCs if the actor or NPC is two tiles south of the tile.

2. In any other situation the tile will appear above the actor or NPC.

Essentially I want to add an in-between tile from the under and the over passable tiles.
 

Shaz

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I've been thinking about this. If the player STARTS two tiles under it, and then jumps 2 tiles high, when they hit the particular tile, they'll no longer be two tiles under it. The 'jump' will change the tile the player is on.


What would happen if the player only WALKS onto the tile you've shown here? They would only be ONE tile under it, and the tile would still show over the player, so clipping would still happen.


Also, should this apply to events as well? If your NPCs are as large as the player, when they walk in front of a tile with star passability, it will show over them and cut off their heads too. But making it apply to events would be a bit more tricky, and could add some lag as well.
 

seita

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Generally there is an impassable tile that stops the player or an NPC from being one tile under the special tile, such as the tree bottom tree trunk in the example. If the player were to be one tile under, their head would be fine being under the leaves/awning/whatever since perspective wise, their body will be next to the tree trunk.

As for the jumping, I don't know how the players location is calculated during the jump, but from my tests using Victors Free Jump script, the player is still on the same tile plane from where they jumped. When I try to jump passed an event that is impassable, the player cannot pass through it. This is the same when an impassable tile is on the same plane as the point of origin. However, when the player jumps and there is an impassable tile in the space where the jump occurs, then they jump through(in front of) it just fine.

So this leads me to assume that the script makes it so it calculates the players position as being on the same plane during the jump.
 

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