Template:VisuMZ Visual Parallaxes Notetags

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Revision as of 16:13, 19 January 2021 by Yanfly (talk | contribs) (Reflection-Related Notetags)
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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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Parallax-Related Notetags

VisualParallaxes Preview1.gif

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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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VisualParallaxes Preview2.gif

<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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VisualParallaxes Preview3.gif

<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

VisualParallaxes Preview1.gif

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

VisualParallaxes Preview2.gif

VisualParallaxes Preview3.gif

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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

VisualParallaxes Preview2.gif

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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