Posted September 07, 2022 by Yossaya
#RPGMaker MZ #Filter #Update
Alongside with some other updates this version is about filters, which can be added to the events' image. Here's a short list of changes:
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By adding a third parameter to the <ADJ: > notation, the image gets rotated:
The value for the rotation is in degrees. Furthermore this functionality is just the first implementation, I'll try to apply the pivot point - the image is rotating around - to the center of the image to rotate it in place instead.
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By adding a fourth parameter (with default value of 1 => no scaling) to the <ADJ: > notation, the image gets scaled by that value (scale up / scale down):
SCALE UP:
SCALE DOWN:
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Now it's possible to tint the image in the color you want. It is recommended to use a simple image, since the tinting process doesn't differentiate between already existing colors that much. So the fifth parameter of the <ADJ: > notation is used for the tint process. The value that has to be applied here is the hex-color-value of that color used for tinting:
Every Hex-Color-Value consists of a starting "0x" and then three pairs of hex-values 00 to FF (Hexadecimal numbers have a base of 16, F stands for 15). The first Hex-Number-Pair (in this example: 00) stands for the RED portion, the second for the GREEN portion and the last one for the BLUE portion of the color. On pages like this you can easily create the color you want and receive the Hex-Color-Value from it. But keep in mind that the starting portion of this value must be "0x", instead of other notations with a leading "#" for example.
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The in-depth documentation of the many differrent filters can be found here.