Difference between revisions of "Template:VisuMZ Visual Parallaxes Notetags"
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=== Event Reflection-Related Notetags === | === Event Reflection-Related Notetags === | ||
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[[File:VisualParallaxes_Preview3.gif]] | [[File:VisualParallaxes_Preview3.gif]] |
Latest revision as of 16:13, 19 January 2021
The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.
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Contents
Parallax-Related Notetags
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<Parallax id Settings> Name: filename optional property optional property optional property </Parallax id Settings> - Used for: Map Notetags - Creates a regular parallax layer for this map by default. - Replace 'id' with a number value to assign to the parallax. - Plugin Commands will refer to this ID for changes and removal. - The 'Name' setting is required. Without it, no parallax will be made. - Replace 'filename' with the filename of the image you want to use as a parallax found in the game project's img/parallaxes/ folder. - Do not include the file extension. - Insert as many of the optional properties as you want. You can find a list of them in the section below.
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<Water Parallax id Settings> Name: filename optional property optional property optional property </Water Parallax id Settings> - Used for: Map Notetags - Creates a water-based parallax layer for this map by default. - This will utilize the water reflection properties and will only appear on water-marked regions and terrain tags. - Replace 'id' with a number value to assign to the parallax. - Plugin Commands will refer to this ID for changes and removal. - The 'Name' setting is required. Without it, no parallax will be made. - Replace 'filename' with the filename of the image you want to use as a parallax found in the game project's img/parallaxes/ folder. - Do not include the file extension. - Insert as many of the optional properties as you want. You can find a list of them in the section below. - WARNING: This WILL cause longer load times on larger maps.
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<Solid Parallax id Settings> Name: filename optional property optional property optional property </Solid Parallax id Settings> - Used for: Map Notetags - Creates a solid-based parallax layer for this map by default. - This will utilize the solid reflection properties and will only appear on solid-marked regions and terrain tags. - Replace 'id' with a number value to assign to the parallax. - Plugin Commands will refer to this ID for changes and removal. - The 'Name' setting is required. Without it, no parallax will be made. - Replace 'filename' with the filename of the image you want to use as a parallax found in the game project's img/parallaxes/ folder. - Do not include the file extension. - Insert as many of the optional properties as you want. You can find a list of them in the section below. - WARNING: This WILL cause longer load times on larger maps.
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Optional Properties
Replace the 'optional property' segment of the notetags above with any of the text below to acquire their effects. You can add/remove as many of the optional properties as you need.
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Horz Scroll: x Vert Scroll: y - This enables horizontal or vertical scrolling for the parallax. - Replace 'x' or 'y' with a Number value to determine how fast they will scroll across the screen. - Use a negative value to make them scroll the other way. - These effects are mutually exclusive from the "Map Locked" property.
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Map Locked - This will cause the parallax to only scroll when the map scrolls. - This has the same effect as naming a parallax with "!" in front of its filename. - If the filename used for this parallax has "!" in front of it, the Map Locked effect will be automatically turned on. - These effect is mutually exclusive from the "Horz Scroll" and "Vert Scroll" properties.
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Opacity: x Opacity: x% - Changes the opacity level of the parallax. - Replace 'x' with a number from 0 to 255 representing the opacity level. - Replace 'x%' with a percentage from 0% to 100% representing the opacity.
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Blend Mode: Normal Blend Mode: Additive Blend Mode: Multiply Blend Mode: Screen - Sets the blend mode for the icon on the parallax. - Use only one of the above.
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Hue: x Hue Shift: x - Changes the hue of the parallax to 'x' so that you don't need to create multiple copies of the files with different colors. - Replace 'x' with a number value between 0 and 360. - If the "Hue Shift" property is also used, then adjust the hue of the parallax each frame by 'x' amount. - 'x' can be positive or negative.
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Color Tone: red, green, blue, gray - Changes the color tone or tint of the parallax. - Replace 'red', 'green', 'blue' with a value between -255 and 255. - Replace 'gray' with a value between 0 and 255.
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Region: id Regions: id, id, id - Forces the parallax to only become visible on tiles marked regions with a matching ID (alongside valid terrain tags). - If this isn't used, then the parallax will be as large as the screen. - Replace 'id' with a region ID between 1 and 255. - Region 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the parallax can appear on. - WARNING: This WILL cause longer load times on larger maps.
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Terrain Tag: id Terrain Tags: id, id, id - Forces the parallax to only become visible on tiles marked terrain tags with a matching ID (alongside valid regions). - If this isn't used, then the parallax will be as large as the screen. - Replace 'id' with a terrain tag ID between 1 and 7. - Terrain tag 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the parallax can appear on. - WARNING: This WILL cause longer load times on larger maps.
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Event Reflection-Related Notetags
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<No Reflection> - Used for: Event Notetags and Event Page Comment Tags - This will cause the event to not show any reflection on reflective tiles. - If this is placed in a notetag, the effect will be present across all event pages used. - If this is placed inside a page's comment, the effect will only occur if that event page is currently active.
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Reflection-Related Notetags
In order to use reflections, you need to use tiles that are semi-transparent or fully transparent. For example, water reflections need to come from tiles that have been modified to be semi-transparent or fully transparent. If the tile is completely opaque, the reflection will not show through. This rule also applies to ground surfaces.
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<Water Reflection Region: id> <Water Reflection Regions: id, id, id> <Solid Reflection Region: id> <Solid Reflection Regions: id, id, id> - Used for: Map Notetags - Sets the tiles marked by the region ID's to become reflective. - This will override the Plugin Parameter settings for this map. - This does not add upon them. - Replace 'id' with a region ID between 1 and 255. - Region 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the parallax can appear on. - If these tags aren't used, refer to the settings found in the Plugin Parameter defaults. - WARNING: This WILL cause longer load times on larger maps.
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<Water Reflection Terrain Tag: id> <Water Reflection Terrain Tags: id, id, id> <Solid Reflection Terrain Tag: id> <Solid Reflection Terrain Tags: id, id, id> - Used for: Map Notetags - Sets the tiles marked by the terrain tag ID's to become reflective. - This will override the Plugin Parameter settings for this map. - This does not add upon them. - Replace 'id' with a terrain tag ID between 1 and 7. - Terrain Tag 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the parallax can appear on. - If these tags aren't used, refer to the settings found in the Plugin Parameter defaults. - WARNING: This WILL cause longer load times on larger maps.
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<No Reflections> - Used for: Map Notetags - Disable water and map reflections on the current map.
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<Water Reflection Top> <Water Reflection Bottom> <Solid Reflection Top> <Solid Reflection Bottom> - Used for: Map Notetags - This will put the reflection layer either above all of the newly added parallaxes or below them. - If placed below, the reflection layer will not appear below the map editor's parallax layer. - If you change them to appear below the parallaxes, then pay attention to the opacity level of the parallaxes. If the parallaxes are too opaque, you will barely see the reflection. - If these tags aren't used, refer to the settings found in the Plugin Parameter defaults.
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<Water Reflection Blur: x> <Solid Reflection Blur: x> - Used for: Map Notetags - Changes how much the water/solid tiles will blur the reflection for this map. - Replace 'x' with a decimal Number value. Use a number between 0 and 1 for the best results. - If these tags aren't used, refer to the settings found in the Plugin Parameter defaults.
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<Water Reflection Opacity: x> <Water Reflection Opacity: x%> <Solid Reflection Opacity: x> <Solid Reflection Opacity: x%> - Used for: Map Notetags - Changes the opacity level of the tile's reflection. - Replace 'x' with a number from 0 to 255 representing the opacity level. - Replace 'x%' with a percentage from 0% to 100% representing the opacity. - If these tags aren't used, refer to the settings found in the Plugin Parameter defaults.
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<Water Reflection Boundary: x> <Water Reflection Amplitude: start, end> <Water Reflection Wavelength: start, end> - Used for: Map Notetags - Requires Pixi JS Filters installed for the game project. - These settings adjust the water reflection's ripple intensity. - Replace Boundary's 'x' with a number value between 0 and 1. - Vertical position of the reflection point, default is 50% (middle) smaller numbers produce a larger reflection, larger numbers produce a smaller reflection. This also means that reflections closer to the edges will also have a different visual ripple effect than those towards the middle of the reflection. - Replace Amplitude's 'start' and 'end' with number values representing how much to alter the intensity by. - Starting and ending amplitude of waves allows you to control the intensity of the reflection ripples. - Use larger numbers for more intensity. - Replace Wavelength's 'start' and 'end' with number values representing the wave size. - Starting and ending wavelength values determine the size of the ripples for the reflection filter. - Use larger numbers for larger wave sizes.
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