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I understood!

I will try to make a patch to help you with this. It seems a thing that I will also need for my project!

About the overlapping, what my plugin does is give an extra value for the z index. By default, RPG Maker decides that index with the character priority. So just for example:

  • Below Characters → Index = 0
  • Same as Characters → Index = 1
  • Above Characters → Index = 2

My plugin adds an extra z index value, that by default, is 0. So you can change that to increase or decrease a character index:

  • Below Characters → Index + extraZindex
  • Same as Characters → Index + extraZindex
  • Above Characters → Index + extraZindex

If you have an event set as Same as Characters, with the extra z index as -2, the real index will be  -1. So they will appear below a character that has the priority Below Characters.

Is that your doubt?

Ah I've been testing that with the limited time I have today, setting the Z value to -1 definitely makes the event (boat) in question behind the player but I have noticed that when walking above the graphic (above the actual event place of origin) the player sprites+shadow are overlapping the boat -so at this point I am unsure how to adapt to it because any given time any other character or graphic of some sort comes by above the event with it's offset settings enabled there may be some visual confusion. Still I am extremely fascinated with this plugin and I wish to learn more about it, excited still to see where you updates take you.

Thought i'd give you a visual update regarding the Z value with some larger characters in a theoretical situation where you can see them above a graphic for this instance.


Hi there!

I released an update of this plugin that I believe can help you achieve your results. It has a new plugin parameter that lets you play common events every time a character changes its image file and that image filename contains specific text on it.

You can decide what kind of text will trigger the common event. So you can create a configuration that when the character filename has the text "car" on it, it will trigger a common event.

And on that common event, you can change the character's settings you want. Please take a look and let me know!

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I am testing this update out!

Do you know if this works within sub folders inside  the char folder?

In case you hadn't seen my previous post, but I showed an image of a large character overlapping the altered z value on an image.


Had a crash, not entirely sure what the plugin is addressing

You need the latest Eli Book to fix the crash.

I guess I miss your last post about the z index. But let's try take one thing at the time.

Let me know if you manage to fix the crash and test the new feature.

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I updated the Eli book plugin, so that crash in particular isn't coming up but something else entirely.

Turns out "KC_Mirrors" which is a fairly good plugin that handles reflections has a conflict with your char manager, assuming it's something to do with how the both manipulate images in some way, disabling this plugin during tests does work.
Also it was probably me being very tired after work, but I think sub folder name files wouldn't be an issue since the plugin literally says it works of the basis of the file name containing characters etc. So I think it is safe to assume it's a non issue but might be worth checking.


There is also an update from the forum you stumbled upon prior, another user by the name Werzaque came up with a fairly small and extremely simple plugin that also anchors sprites fairly well https://forums.rpgmakerweb.com/index.php?threads/character-sheet-anchoring-issue...

And considering you have Z values and common events that link to file names I can see this plugin becoming extremely useful for my Trap events also.


Loving the work, i'll keep testing for you!



UPDATE: I ran a test with a file name "!$Eli_Car_Restructure" and made it operate a common event & switch - it played a SE sound file just to inform me that it is running the event in which it does play the sound once as the plugin specifies it runs the operation once. Though I wondered if it was mechanically possible to do so without the need of a switch to have it active? Curious

Hi!

    1. Give me the link for the KC Mirrors plugin(if it is free) and I will take a look to see if I can fix the compatibility.
    2. And it should work with subfolders too!
    3. So, just to see if I understand, does that patch on the thread solve your anchor problem? Now you only need to fix the Z issue?
    4. The plugin will force the common event attached to be played like a parallel one(but it will play just once). So it does not need to have a switch to activate it. You can leave the trigger blank. See picture below:

    (1 edit)

    1) Here is the KC Mirrors plugin, beside the slight conflict with your plugin it is probably the best performing one I've come across so far. https://forums.rpgmakerweb.com/index.php?threads/kc_mirrors-add-floor-and-wall-r...

    2) Can confirm it works with sub folders so that's good!


    3) The plugin works very well, it takes alot of work out of eventing/plugin commands although I was told there was some sort of visual error or oversight about events occupying the same spot as the anchored sprite being under the graphic which personally I have no issue with since characters that will typically walk over a sprite to enter the vehicle will appear below it (at least from the top side of the grid) though I haven't gotten a reply about anything further on it. The only test I haven't performed yet was to check whether anchored sprites misbehave when spawned.


    4) Very cool! that will be very handy to have working on certain events -perhaps especially for large events like trains and subways.


    I will get an update on my tests, so far the anchoring issue is mostly resolved which I can take advantage of with both plugins but I will be now looking at the z values.


    EDIT: I noticed with your how to use documentation there is unfortunately a lack of information with what values to set for things such as the z value, I do not know what values = for above, same,below character as an example.

    Fixed the compatibility problem with the KC Mirror plugin! Version 2.1.1.

    I updated the help file with the following information(hope it helps):

    • Z Index → By default the z index of the characters is decided by their priority. This works like an extra value to be added on top of it. You can use any value, including decimals.
      • Below characters → Z = 1 
      • Same as Characters → Z = 3
      • Above Characters → Z = 5
      • Boat and Ship → Z = 3
      • Airship → When on the ground Z = 1. When flying, Z = 5.