ゲーム内エディタを使用して、グリッドフリーデュードをゲームに配置するプラグイン – YEP_GridFreeDoodads.js
- タイトル
- Place Grid-Free Doodads into your game using anin-game editor
- 作者名
- Yanfly Engine Plugins様
- ヘルプ
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Introduction
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In RPG Maker MV, tilesets are used for mapping purposes. Tileset A is used
for drawing land while Tilesets B through E are used to add doodads. But in
RPG Maker MV, doodads added by Tilesets B through E are locked to the grid
and add a rather unnatural feel to it. This plugin will allow you to break
free of the grid and add doodads unbound by the grid. Doodads can come in
all forms, from large to small, static and animated, you name it!
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Instructions - Requirements
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There's a couple of things you must do in order to get this plugin working.
1. You must have the Doodads.json inside your project's 'data' folder.
2. You must have a 'doodads' folder inside of your project's 'img' folder
(unless you named it something else in the plugin parameters).
3. You must have your doodads within this folder.
You can find the above resources from Yanfly.moe!
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Instructions - Placing Doodads
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To place doodads into your game, first, load up your game in Test Play mode.
You can do this by opening up your game in RPG Maker MV, go to 'Game', then
select 'PlayTest' (shortcut Ctrl+R).
Once you've loaded onto a map that you want to place doodads on, press the
F10 key to access the doodad editor. From there, you can select the option:
'Place Doodads' to start placing doodads.
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---Main Menu---
The main menu is the first menu you see when you press the F10 key on a map.
Place Doodads
- This will take you do your doodads folder, where you can select a doodad
to place on the map.
Edit Doodads
- This will allow you to edit the doodads that you have already placed on
the map. Here, you can select which doodads based on the layer they're on
or from all doodads at once. Doodads are ordered based on their position
from top to bottom, left to right.
Clear Doodads
- This will clear all doodads on the map.
Toggle Region Overlay
- This will cause an overlay of the regions to appear on your screen to
show you what tiles are affected by which regions. Use it again to hide
the regions.
WARNING: Using this on large maps for the first time will cause a bit of
lag as the regions have to load. The larger the map, the longer the amount
of time is required for it to load.
Cancel and Close
- This will remove any changes made to the doodad settings on the map and
close out of the Doodad Menu.
Save and Close
- This will save any changes made to the doodad settings on the map and
close out of the Doodad Menu.
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---Doodad List---
The doodad list will show a list of all the doodads you can use for your map
based on the current folder it's in. There are three types of options you
can select from here:
IconSet
- This will let you make a doodad out of an icon from the iconset.
Take note that doodads made from icons are a bit more restrictive and
cannot make use of hue changes. This will take you to a menu where you can
select which icon you wish to use then go to the Doodad Placing Mode.
Folders
- Folders will be marked with a / at the end of the name and will have an
icon shared by all other folders. Selecting a folder will go into that
folder's contents (and further).
Images
- Images will show a small preview of themselves to the left of the name.
These images can be used as doodads without any restrictions. Selecting an
image will take you to the Doodad Placing Mode.
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---Doodad Placing Mode---
When you're in Doodad Placing Mode, you'll notice a small section of the
screen below with some instructional text.
Q E - Layer -/+
- This allows you to decrease or increase the doodad's current layer.
T - Tweak Settings
- Pressing this will open up the Doodad Settings menu.
W A S D - Move Screen
- This will move the screen around so you can have a clear view of the map
without needing to reposition the player character.
↑←↓→ - Precision Move
- Pressing the directional keys will allow you to move the doodad using
the keyboard instead of the mouse. If you wish to move using the mouse,
just click on the map somewhere to return control back to the mouse.
Z X - Place or Cancel
- Pressing Z will place the doodad in its current state on the map.
- Pressing X will return you back to the Doodad List (or the Icon Picker
if you were placing a doodad made from an icon).
There are some hidden keyboard commands that you can use. These are rewarded
to the users who read these instructions carefully. Hooray for you!
H - Hide/Show the Instruction Window
- Pressing H will hide the instructional window so you can get a clear
view of where you're placing the doodad. Pressing it again will make it
show back up.123
1 2 3 4 5 6 7 8 9 0 - Quick Opacity Change
- The 1 through 0 keys (not NumPad) will allow you to quickly adjust the
opacity level of the doodad. 1 will set 10%, 2 sets 20%, 3 sets 30%, etc.
However, 0 will set 100%.
G - Grid Snap Menu
- This opens up the Grid Snap Menu where you can activate or deactivate
Grid Snapping and the grid snapping parameters.
R - Region Overlay
- This will cause an overlay of the regions to appear on your screen to
show you what tiles are affected by which regions. Press R again to hide
the regions.
WARNING: Using this on large maps for the first time will cause a bit of
lag as the regions have to load. The larger the map, the longer the amount
of time is required for it to load.
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---Doodad Settings---
When pressing 'T' during the Doodad Placing Mode or accessing individual
doodads, you will come across the Doodad Settings.
Change Position
- Only selectable if accessed from individual doodad management. This will
allow you to reposition the doodad.
Layer
- This allows you to change the layer of the doodad. Higher layers will
make the doodad appear above others (and characters) and lower layers will
cause doodads to appear below.
Hue
- Changing to hue will change the doodad's current color shift. Be warned
as this process takes up a lot of processing power, and I highly advise
against using doodads of different hues if you plan to export to mobile.
Opacity
- Changes the opacity of the doodad. When the opacity value is higher, the
doodad will be less transparent. When the opacity value is lower, it will
be more transparent.
Scale X, Scale Y
- This changes the amount of stretch on a doodad. X will cause a doodad to
stretch horizontally while Y will cause the doodad to stretch vertically.
If you decide to use a negative value, it will cause the doodad to mirror.
Anchor X, Anchor Y
- This sets the base coordinates of the doodad to be located. How other
doodads/objects of the same layer interact with this doodad will be based
on its coordinates.
Frame Speed
- If the doodad is animated, you can adjust the frame speed of the doodad
here. The number represents the number of frames that must pass before the
doodad updates to the next animation cell. This means lower numbers have
faster animations while higher numbers have slower animations.
Blend
- Allows you to change the blend modes of the doodads. Blend modes will
cause color differences based on the blend mode type to fit in with the
visual effects behind it.
Smooth
- Let's you choose whether or not you want to load the doodad with either
smooth or hard edges.
Delete Doodad
- Only selectable if accessed from individual doodad management. This will
let you delete the doodad and then return to the doodad management list.
Revert Settings
- Cancels all of the settings made and returns back to your previous mode.
Accept Settings
- Accepts all of the settings made and returns back to your previous mode.
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Instructions - Making Your Own Doodads
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Doodads only have two requirements.
1. They must be PNG's.
2. They must exist within the 'doodads' folder (or specified folder from
the plugin parameters) or within a folder inside the 'doodads' folder.
If a folder is placed inside of the 'doodads' folder, it will be listed as
on the doodads list as a directory tree to navigate through.
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Making Animated Doodads
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Doodads can be made into animated doodads. An animated doodad is one that
will animate whenever the game's graphics update. Follow these steps to make
an animated doodad:
1. Create a doodad with a cell layout similar to a sprite.
2. Each cell must be the same width and height as the other.
3. When naming the doodad, add [AxB] in its name. Replace A and B with
numbers representing the number of cells horizontally (A) and the
number of cells vertically (B). A doodad with 3 horizontal cells and
2 vertical cells would be named something like 'Torch [3x2].png'.
4. The doodads cells will animate left to right. Once they reach all the
way right, they will move down a row and update left to right again.
The doodad named 'Torch [3x2].png' will update like such:
0 1 2
3 4 5
And that's how you would go about the creation of an animated doodad. If
this is confusing, look at some of the examples provided from Yanfly.moe. - パラメータ
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param ---General--- default param Doodads Folder desc This is the path to your doodads folder. default img/doodads/ param Doodads Smoothing desc Default smooth out doodad edges or give them hard edges?
SMOOTH - true HARD - falsedefault false param ---Grid Snap--- default param Default Grid Snap desc Do you want Grid Snap enabled by default?
YES - true NO - falsedefault false param Grid Snap Width desc The default grid snap width. default 48 param Grid Snap Height desc The default grid snap height. default 48 - ライセンス表記
紹介ページ https://github.com/suppayami/yami-engine-delta/blob/master/demo/js/plugins/YEP_GridFreeDoodads.js