Hello Everyone! Listed below are some valuable scripts that you can use in your rpg games. Note that I did not made this scripts. They are simply scripts that are distributed in the internet that I had gathered here. Please give credits to the author of this scripts if you intend to use them in your rpg maker project. Hope you enjoy making your.
![Picture Picture](/uploads/1/2/4/3/124354608/849309217.jpg)
![Below Below](https://vignette.wikia.nocookie.net/rmvxace/images/d/d6/Bridge_5.png/revision/latest/scale-to-width-down/220?cb=20140923180314)
Well it’s actually pretty simpleThe plugin help has a section “Fog Effect (notetag for Maps)”Assuming the fog files are on the fog folder already, you get the notetag on this section and place on the Map notebox, done.Yes, just place the notetag on the map notebox and done, nothing else.You can copy the example notes and just change the filename and values.Alternatively, you can use the plugin commands, just call the plugin commands with the events and the fog will show. It just a single call and done. Again you can just copy the examples and change the filename.Like.
There is an odd quirk in your layering order system.I have an ocean set up using several layers. 4 of those layers are set to a depth of 7 (over the parallax but under all tiles/sprites). 3 are set as layers 7,8 and 9 (the waves) and have their opacity set to 30. Layer 6 is set to 0 opacity at which after a certain point during the in-games day, the opacity would then fade in Layer 6 to 255 to create a sunset or sunrise before being fading out to 0 again.The problem is that layer 6 is prioritizing itself “over” layers 7, 8 and 9 instead of staying “under” them, ignoring layer priority and obscuring everything under it. I have even tried setting layer 6 to layer 10 but the same problem occurs where it obscures everything underneath it instead of being under them.Could you please look in to fixing this?
I know it’s possible to set layers even lower than -1 in Galv’s Layer Graphics plugin but their plugin does not include an opacity shifter or hue value like yours does.Also, didn’t include a “hue shifter” so that ruled out another possible solution/idea to create a transition effect from day-sunset-night-sunrise-day. It would also add some variation effects to layers, sort of like having a “multi-shifting dimension” effect (eg = Phantasy Star IV - or 1:15 in to the video).Like.
I found a way to “compensate” for the primary issue by generating all required layers first in an event before any “changes” are called (such as fading in/out). It seems that MV lacks a true Z-Index factor so if any new layers are generated or a prior one is altered, it will ignore the “order” they were originally set to and simply dump it on top of the others.To give an example of the issue and the solutionYou have 5 layers, all labelled in order of which is to appear on top of the other and they are set to a depth of 7 (above the parallax but below the tiles). If you decide to change layer 1’s graphic in another event, layer 1 will then appear “above” the other 4 layers, ignoring that it is set as “layer 1” which should remain below layers 2-to-5.
This is the “quirk” that MV has due to the lack of a Z-Index function/factor.The only way to get around this problem is to separate layer 1 in to 2 layers and shift layers 2-5 to 3-6.While this solution will get around the issue, it also presents a new problem and that’s using more resources than necessary.Like. For some reason I just can’t get it to work.1. I made a clean new project with Basic Module and Fog And Overlay plugins.2. Copy pasted the settings from help to the map notetag3. Made just a solid black png image which is same size as the map and placed it to imgfogsThe image does not show up when running the game.
Also tried by renaming the image file to NOT match the setting in the map notetag and I’m not getting any errors, but I should be getting one if I’ve understood correctly?Here’s a screenshot from my settings:Like.