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download:
TSR_MapOverlays
Author:
TSR
This plugin let you add as many overlays you want on the
map and
battlefield .
There is no plugin parameters and no need for Game Switches, only
map notetags and
plugin commands .
Define the x and y position, set the scrolling speed, the max opacity and the z index of each overlays. You can also make
animated overlays if needed. Overlays can appear on the map, on the battlefield, or both.
Map notetags are used to initialize the overlays when the player first enter a map. Overlays data are retains in a game object afterward, and can be managed with plugin commands. Note that you can modify the overlays on any maps using plugin commands, even if the player hasn't visited the map yet.
See plugin instructions.
Spoiler: Instructions
Code: * ======================================================================= * == About this Plugin ================================================== * ======================================================================= * Overlay images are drawn from the /img/parallaxes folder of your game. * You can add as many overlays as you want on a map using map notetags. * * 6 types of overlay can be defined by the notetags: * * MAP OVERLAY: This overlay is always centered around the player * or around an event. It can scroll horizontally * and vertically at the speed defined by the x and * y arguments of the notetag. * * SCREEN OVERLAY: This overlay is always centered on the screen * like default parallaxes. The horizontal and * vertical scrolling speed are defined by the * x and y arguments of the notetag. * * BATTLE OVERLAY: This overlay appears only on the battlefield. * It is centered on the screen like Screen over- * lays. The horizontal and vertical scrolling * speed are defined by the x and y arguments * of the notetag. * * FIXED OVERLAY: This overlay stay fixed on a map tile defined * by the x and y arguments of the notetag. * * ANIMATED OVERLAY: This overlay is a Fixed overlay that can loop * through a number of frames set in the notetag. * * COVER: This is a special overlay that doesn't use an * image. It consist in a black rectangle shaped * pixi graphics that can be placed on a map to * cover some part of it. The notetag arguments * define the position and dimension of the cover * sprite. It behaves as a 'fixed overlay'. * * * The map notetags are used to setup the overlays on a map the first * time the player enter it. Overlays settings are retained in a game * object afterward, and can be changed using plugin commands. * * *note that you can modify an overlay using plugin commands * even if the player hasn't visit the map yet. * * * * MAP NOTETAGS: * * <name MAP OVERLAY: filename, x, y, z, opacity, battle, hidden> * * <name SCREEN OVERLAY: filename, x, y, z, opacity, battle, hidden> * * <name BATTLE OVERLAY: filename, x, y, z, opacity, hidden> * * <name FIXED OVERLAY: filename, x, y, z, opacity, hidden> * * <name ANIMATED OVERLAY: filename, x, y, w, h, z, opacity, frame, rate, battle, hidden> * * <name COVER: x, y, w, h, z, opacity, hidden> * * * LEGEND: * name: this is the name of the overlay. It is used for * identifying the overlay in the plugin commands. * You can name it as you want, but all overlays on * a same map must have different names. * * filename: enter the file name of the overlay image stored * in the /img/parallaxes folder without extension. * * x: this is the x value of the overlay. For 'covers' * and 'fixed overlays', this value represent the * x position on the map of the overlay. For 'map' * and 'screen' overlays, this value will be the * horizontal scrolling speed of the overlay. * * y: this is the y value of the overlay. For 'covers' * and 'fixed overlays', this value represent the * y position on the map of the overlay. For 'map' * and 'screen' overlays, this value will be the * vertical scrolling speed of the overlay. * * w: this argument is only used for the 'cover' and * 'animated' overlay notetag. It represent the * width of the cover rectangle in pixels, or the * width of one frame of the animated overlay. * * h: this argument is only used for the 'cover' and * 'animated' overlay notetag. It represent the * height of the cover rectangle in pixels, or the * height of one frame of the animated overlay. * * z: this is the z index of the overlay. Values bellow * zero will appear bellow the tileset (the default * parallax z index is -1). Overlays will stack up * in their z index order, the highest z value being * on top. * * opacity: this is the maximum opacity of the overlay. * * frame: this argument is only used for the 'animated' overlays. * It represent the number of frames of the overlay. * * rate: this argument is only used for the 'animated' overlays. * It represent the frame rate at which the ovelay frames * are updated. * * battle: set this value to 0 to prevent the overlay to appear * on the battlefield. To show the overlay in battle, * set it to 1. * * *note that 'fixed overlays' and 'covers' doesn't have * a battle argument because these are disabled during * battles. * * **also note that 'animated' overlays are either displayed * on the map OR in battle. When displayed in battle the * x and y arguments are the position of the top-left * corner of the overlay image on the battle screen. On * the map, 'animated' overlays are similar to 'fixed' * overlays, and the x and y arguments represent the tiles * coordinates of the overlay on the map. * * hidden: when set to true, the overlay will be invisible * when the player first enter the map. This arguement * can be omitted instead of setting it to false. * * EXAMPLE: * * <myoverlay1 map overlay: Example, 0, 0, 6, 0.5, 1> * * A map having this notetag will display a 'map overlay' using * the 'Example.png' image stored in /img/parallaxes. The image * will have no scrolling speed and will be displayed at z index * 6 with half opacity. The last argument, 'battle' is set to 1, * meaning that the overlay will appear in battle too. The argu- * ment 'hidden' is omitted so the overlay will be visible the * first time the player enter the map. The name 'myoverlay1' is * what will be used to identify the overlay in the plugin commands. * (see bellow) * * * ANIMATED OVERLAYS * To use the 'animated' overlay notetag, your overlay images must * be arrange in an horizontal strip of 3 or more frames. These * frames will be looped back and forth at a rate defined by the * frameRate argument of the notetag. * * If the 'battle' argument is set to 1, the animated overlay will * appear only on the battlefield and not on the map. Its x and y * arguments will be the coordinates in pixels of the top-left corner * of the overlay. * * If the 'battle' argument is set to 0, the animated overlay will * appear only on map and not on the battlefield. The overlay will * be centered around the map tile defined by the x and y arguments. * * * * BATTLE OVERLAYS * Battle overlays are overlays that appear on the battlefield. That * is overlays set with the 'battle overlay' notetag, OR 'map', 'screen' * and 'animated' overlays that have the 'battle' argument of their * notetag set to 1. * * Battle overlays behaves a little different in regards of z index: * * Z index < 1 * =========== * Overlays appear under everything including battlebacks, but * above the blurred background of the battlescene. * * Z index >= 1 and Z index < 5 * ============================ * Overlays appear above battlebacks, but bellow battlers. * * Z index >= 5 * ============ * Overlays appear above battlers, but bellow windows, of course. * * * * MAP VS SCREEN OVERLAY * Screen overlays are centered on the screen (default parallax), while * Map overlays are centered around the player (or an event). The main * difference between the two is when the player reach the border of * the map. The map stop scrolling when the player is near the map border, * and screen overlays will do the same, while map overlays will keep * following the player. * * This is a matter of what effect you're trying to produce. For example, * an 'iris eye' overlay would need a map overlay so it would be always * centered on the player, even on map borders. But a simple 'fog' over- * lay would only need a screen overlay because it only need to be put * over the screen. The main drawback of map overlays is the fact that * they require an image bigger than your screen resolution, otherwise * part of the screen won't be covered up by the overlay when it slide * to follow the player on map borders (unless that's what you want). * * * * PLUGIN COMMANDS: * The plugin works in both RPG maker MZ and MV. The plugin commands * are the same no matter the engine you're using; only the way the * commands are entered is different. * * -SHOW OVERLAY * This command fade the overlay in up to its max opacity in a * number of frames defined by the delay argument. * * Name: select the overlay. Write the same name you used * in the map notetag. * Delay: set the duration in frame of the overlay fade in * Map Id: set the map Id where the overlay is shown. Leaving * it to 0 will select the current map. * * MV format: showOverlay name delay mapId * * * -HIDE OVERLAY * This command fade the overlay out down to zero opacity in a * number of frames defined by the delay argument. * * Name: select the overlay. Write the same name you used * in the map notetag. * Delay: set the duration in frame of the overlay fade out * Map Id: set the map Id where the overlay is shown. Leaving * it to 0 will select the current map. * * MV format: hideOverlay name delay mapId * * * -CHANGE OVERLAY * This command allow to change some overlay settings. * * Name: select the overlay. Write the same name you used * in the map notetag. * x: change the x (horizontal position or scroll speed * of the overlay). * y: change the y (vertical position or scroll speed * of the overlay). * z: change the z index value of the overlay. * opacity: change the max opacity of the overlay. * Map Id: set the map Id where the overlay is shown. Leaving * it to 0 will select the current map. * * MV format: changeOverlay name x y z opacity mapId * * * -CENTER OVERLAY (work only for 'MAP OVERLAY') * This command allow to change the event on which the overlay * is centered around. By default, map overlays are centered * around player. This command have no effect on 'SCREEN', * 'FIXED and 'COVER' overlays. * * Name: select the overlay. Write the same name you used * in the map notetag. * Event Id: set the event Id of the event on which the overlay * will be centered around (0 for the player). * Map Id: set the map Id where the overlay is shown. Leaving * it to 0 will select the current map. * * MV format: centerOverlay name eventId mapId * 复制代码
Spoiler: Terms
Code: * ========================================================================== * == Term of Usage ========================================================= * ========================================================================== * * Use in any independant RPG Maker MZ or MV projects, including commercials. * * Credit is required for using this Plugin. * For crediting, use 'TSR' along with one of * the following terms: * 'The Northern Frog' or 'A frog from the north' * * Do not change the Header or the Terms of usage. * * DO NOT REDISTRIBUTE! * If you want to share it, share the link to my itch.io account: * https://the-northern-frog.itch.io/ * 复制代码
Regards,
TSR
本贴来自国际rpgmaker官方论坛作者:TSR处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/tsr_mapoverlays.138311/
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