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.
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.
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?
Terms & Conditions
Free for use in non commercial games.
Due credit is mandatory.
Do not repost it anywhere!
That's it!
Free for use in non commercial games. Due credit is mandatory. Do not repost it anywhere! That's it!