Polraudio 122 Report post Posted April 27, 2012 Anyone know if theres a script where i can show a picture above layer3 and right below the event layer and if not know how i would go about making one? I think this would work kind of the same way parallax mapping does. If someone is willing to make one make the callscripts something like: $showpic(1,"001.png") $removepic(1) Should function just like the event show picture. Thanks in advance Share this post Link to post Share on other sites
Punk 0 Report post Posted May 4, 2012 You're in luck. A few days ago, I ported Woratana's Picture Below Characters script to XP. Here you go. http://dl.dropbox.com/u/68527961/RMXP/Scripts/Picture%20Below%20Characters.txt Share this post Link to post Share on other sites
Polraudio 122 Report post Posted May 5, 2012 To get this working as intended i had to make a little edit to the script in frame update. When it was. self.z = $game_player.screen_z - 1 if (@picture.number >= it was only tracking the player. I changed it to. self.z = 1 if (@picture.number >= So now instead of it showing it just under the player and hiding events(if using 640x480 pic) it shows it under all events and right above the tileset. Might want to change that or make a mode for people who want it this way. If using it for mapping you can only have the default map size and nothing bigger. =begin Picture Below Characters XP by Woratana Port by PK8 Created: 2/22/2009 Ported: 4/25/2012 Modified: 4/25/2012 ────────────────────────────────────────────────────────────────────────────── ■ Table of Contents ○ Introduction & Description - Line 17-18 ○ Features - Line 20-22 ○ Methods Aliased - Line 24-26 ○ Thanks - Line 28-29 ○ Changelog - Line 31-33 ────────────────────────────────────────────────────────────────────────────── ■ Introduction & Description Show pictures above the tiles but underneath the characters on the map. ────────────────────────────────────────────────────────────────────────────── ■ Features o Set which pictures would appear under the characters. o The selected pictures will appear above tiles but below characters. ────────────────────────────────────────────────────────────────────────────── ■ Methods Aliased o Spriteset_Map.initialize o Sprite_Picture.update ────────────────────────────────────────────────────────────────────────────── ■ Thanks Woratana for making the script this was ported from. ────────────────────────────────────────────────────────────────────────────── ■ Changelog (MM/DD/YYYY) v1 (2/22/2009) - Initial release. v1 XP (4/25/2012) - Ported to XP. =end #=============================================================================== # * Configuration #=============================================================================== module Picture_Below ID_From = 15 # Set from which picture IDs will appear under the characters. ID_To = 20 # Set which picture ID this stops at. end #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. # It's used within the Scene_Map class. #============================================================================== class Spriteset_Map #--------------------------------------------------------------------------- # * Alias Listings #--------------------------------------------------------------------------- unless method_defined?(:wora_picbelow_initialize) alias_method(:wora_picbelow_initialize, :initialize) end #-------------------------------------------------------------------------- # * Create Picture Sprite #-------------------------------------------------------------------------- def initialize wora_picbelow_initialize for i in Picture_Below::ID_From..Picture_Below::ID_To @picture_sprites[i-1].dispose # Create picture below player in viewport1. @picture_sprites[i-1] = Sprite_Picture.new(@viewport1, $game_screen.pictures[i]) end end end #============================================================================== # ** Sprite_Picture #------------------------------------------------------------------------------ # This sprite is used to display the picture.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Picture < Sprite #--------------------------------------------------------------------------- # * Alias Listings #--------------------------------------------------------------------------- unless method_defined?(:wora_picbelow_update) alias_method(:wora_picbelow_update, :update) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update wora_picbelow_update self.z = 1 if (@picture.number >= Picture_Below::ID_From and @picture.number <= Picture_Below::ID_To) end end Thanks for the script . This really helped me make my maps look better. Share this post Link to post Share on other sites
Punk 0 Report post Posted May 5, 2012 Ahhh, thanks for the edit. I'll change that right now. :) Share this post Link to post Share on other sites
Welko 1 Report post Posted September 8, 2013 When you say "picture ID" in the script, you mean the picture number? If that's what you mean, it's not working here D: Share this post Link to post Share on other sites
Polraudio 122 Report post Posted September 9, 2013 Yes picture number. Picture number 15-20 should show under the player and events. You edit what picture numbers from and to show under the player in the config. #===============================================================================​ # * Configuration #===============================================================================​ module Picture_Below ID_From = 15 # Set from which picture IDs will appear under the characters. ID_To = 20 # Set which picture ID this stops at. end Share this post Link to post Share on other sites
Welko 1 Report post Posted September 9, 2013 Nevermind... I created a new project and the script worked there. I'll see if I can find what is causing the problem. Thanks Share this post Link to post Share on other sites
Welko 1 Report post Posted September 9, 2013 The problem was in the Main class. Now it works perfectly! :D Share this post Link to post Share on other sites