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Original Source
- Original title: OtherLayers XP
- Original author: kyonides
- Original date: August 16, 2023
- Source thread: https://forums.rpgmakerweb.com/threads/otherlayers-xp.160353/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)
Summary
OtherLayers XP by Kyonides Introduction This script allows you to use a static picture or a series of pictures as a custom upper or lower layer for the current map.
Archived First Post
OtherLayers XP
by Kyonides
by Kyonides
Introduction
This script allows you to use a static picture or a series of pictures as a custom upper or lower layer for the current map.
I am sure there gotta be other scripts that provide similar features and you know what?
I don't care about that!
Embedded Notes
XP has no Map Note Box so you gotta use the Map's Name Box instead.
Ruby:
# This script lets you add another layer where you can place images that can
# be either static or animated.
# Create a directory called Layers inside the Graphics folder.
# Thereafter you can add as many images as deemed necessary.
# Examples: fall_1.png, fall_2.png, fall_3.png shadow_1.png
# The state of a specific Game Switch will determine whether or not a given
# layer is visible at that moment.
# - Set a Map's Total Number of Upper / Lower Layers
# - Pattern: <LUMn> <LLMn>
<LUM2> <LLM1>
# - Predefine an Upper Layer
# - It must follow one of these patterns:
# The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any)
# <LUn filename n n>
# <LUn filename n n Sn>
# <LLn filename n n>
# <LLn filename n n Sn>
# - Examples Using the fall_ image files:
<LU1 fall 3 20>
<LU2 fall 3 20 S10>
<LL1 fall 3 20>
<LL2 fall 3 20 S11>
Optional Script Calls
Ruby:
# - Change the Map's Upper / Lower Layer - It will replace any previous one!
# upper_layer(Number).name = "BaseFileName"
# lower_layer(Number).name = "BaseFileName"
# - Change the Upper / Lower Layer's Number of Pictures - if Animated
# upper_layer(Number).total = TotalPictures
# lower_layer(Number).total = TotalPictures
# - Change the Upper / Lower Layer's Timer (in Frames)
# upper_layer(Number).timer = Frames
# lower_layer(Number).timer = Frames
# - Change the Upper / Lower Layer's Switch ID
# upper_layer(Number).switch_id = SwitchID
# lower_layer(Number).switch_id = SwitchID
# - Change the Upper / Lower Layer's Data With a Single Call
# upper_layer(Number).set_data(TotalPictures, Frames, SwitchID)
# lower_layer(Number).set_data(TotalPictures, Frames, SwitchID)
# - Freeze or Thaw the Upper / Lower Layer
# upper_layer(Number).freeze!
# upper_layer(Number).thaw!
# lower_layer(Number).freeze!
# lower_layer(Number).thaw!
# - Check whether or not the Upper Layer is Frozen
# upper_layer(Number).frozen?
# lower_layer(Number).frozen?
DOWNLOAD DEMO
Terms & Conditions
Free for use in non commercial games.
Due credit is mandatory.
Do not repost it anywhere!
That's it!
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Free for use in non commercial games. Due credit is mandatory. Do not repost it anywhere! That's it!
Creator Claims / Removal
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