By default we could only change chars Z anchor by editing the "priorityType"..
This can be done with funny numbers to get the wanted result, but it overwrites the default data which is not stored anywhere else. By default "priorityTypes" are the trigger for screenZ:
if priorityType = 0 # thats "below chara" and "screenZ_1"
if priorityType = 1 # thats "same as chara" and "screenZ_3"
if priorityType = 2 # thats "above chara" and "screenZ_5"
That happens because of these default rpgMV Functions:
Spoiler JavaScript:
This plugin Provides you with scriptcalls that can replace "priorityType", without overwriting it.
It can be reseted to default with scriptcalls aswell and the "priorityType" wont be Touched/Edited. It will be replaced instead.
(default "priorityType" remains as system default storage)
Basicly "._charZ" the PluginData which replaces "._priorityType", when "._charZ" is not Undefined, is a PlaceHolder & Script Clone of the "._priorityType"-script.
Spoiler: Meme
As soon "._charZ" is activated with the plugin scriptcalls, this works for:
(on these examples Number of eventId & dataId & _charZ must be added)
- $gameMap.event(eventId)._charZ;
# eventId start with 1 #
- $gamePlayer._charZ;
# ._charZ can be any number that returns a valid z.Anchor #
- $gamePlayer._followers._data[dataId]._charZ;
# dataId start with 0 #
The plugin provides you with more scriptcalls and Infos, i just wanted to show the basic infos here
If anybody finds a Bug, it must be a typo, in such case pls let me know and i will fix it asap..
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---- SideNote:
if anybody is looking for a free plugin that can manipulate the x/y Anchors of Chars pls visit here: Character Anchors
Character Anchors 2019.02.13 by Shaz Introduction This plugin allows you to adjust the position of a character's sprite by changing the X and/or Y anchors. This would allow you, for example, to have a sprite that is larger than 48x48 centered both vertically and horizontally on the tile...