RPG Maker VX Ace

RPG Maker VX Ace

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Eldrethalas Sep 17, 2014 @ 1:42pm
what is script call ?
I've found a script (omegas7) which should help me with parallaxing big sized map. But couldn't figure the following lines:

# Now make a new event, autorun, with script call:
# $saver = Map_Saver.new
# Then turn self-switch A ON.
# Go to the event's second page, put as condition self-switch A, then put
# script call:
# $saver.update

First, what kind of event he meant ? common event or where i choose a random pixel on the map and "New Event" ?

second what is script call ? how and where do I type this ?
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INFECTiON_ Sep 17, 2014 @ 2:17pm 
Parallax mapping is tricky, you deff want to do some reading on eventing and stuff. Script call is using the Script button on the third page of the event commands. Theres a bunch of guides on parallax mapping out there, I've been using VX Ace for two years and still havent figured how to do it properly myself lol.
Eldrethalas Sep 17, 2014 @ 2:40pm 
Originally posted by INFECTiON_:
Parallax mapping is tricky, you deff want to do some reading on eventing and stuff. Script call is using the Script button on the third page of the event commands. Theres a bunch of guides on parallax mapping out there, I've been using VX Ace for two years and still havent figured how to do it properly myself lol.

ok, did the script call but still not working. can someone help ? Im stuck on it for hours.
Hajami Sep 18, 2014 @ 12:28am 
Dont fall for this Complicated Parallax Mapping Scripts.
There is the Beginner Parallax Mapping:

You just need a "Picture to Map Fix" Script so some Pictures dont Scroll while the Map does.
And since Ace Parallaxes Scroll even if they have the Correct size, thats why you need seccond Script:
(Normally i would Link the Script Websides)
Edit: The first Script is for VX but it works fine in Ace

#===========================================================
# Fixed Pictures
#===========================================================
# Author : Seer UK & OriginalWij
# Version : 1.2
#
# Credit: Seer UK
# OriginalWij (Original RGSS2 Script)
#=========================================================


#=========================================================
# To use:
# put the tag [FIXED] in the affected picture's filename
#=========================================================


#=======================================================
# What this does:
# fixes tagged pictures to the map (scrolls with the map)
#========================================================

#==========================================================
# Sprite_Picture
#========================================================


class Sprite_Picture < Sprite
#----------------------------------------------------------------------------
# Update [ MOD ]
#----------------------------------------------------------------------------
def update
update_bitmap
update_origin
if @picture.name.include?("[FIXED]")
self.x = 0 - $game_map.display_x * 32
self.y = 0 - $game_map.display_y * 32
else
update_position
end
update_zoom
update_other
end
end



#======================================================
#
# ▼ Yanfly Engine Ace - Parallax Lock v1.00
# -- Last Updated: 2012.02.19
# -- Level: Normal
# -- Requires: n/a
#
#======================================================

$imported = {} if $imported.nil?
$imported["YEA-ParallaxLock"] = true

#============================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.19 - Started Script and Finished.
#
#===========================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script gives developers the ability to lock a map's parallax and cause
# it to not scroll by either vertically, horizontally, or both. Furthermore,
# this script also enables tile locking the map parallax, allowing the parallax
# to only move in conjunction with the player.
#
#==========================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Map Notetags - These notetags go in the map notebox in a map's properties.
# -----------------------------------------------------------------------------
# <lock parallax x>
# This prevents the map's parallax from scrolling horizontally.
#
# <lock parallax y>
# This prevents the map's parallax from scrolling vertically.
#
# <full lock parallax>
# This prevents the map's parallax from scrolling at all.
#
# <tile lock parallax>
# This causes the map's parallax to be locked to tiles and scrolls with them.
#
#=============================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#============================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#============================================================
module YEA
module REGEXP
module MAP

LOCK_PARALLAX_X = /<(?:LOCK_PARALLAX_X|lock parallax x)>/i
LOCK_PARALLAX_Y = /<(?:LOCK_PARALLAX_Y|lock parallax y)>/i
FULL_LOCK_PARALLAX = /<(?:FULL_LOCK_PARALLAX|full lock parallax)>/i
TILE_LOCK_PARALLAX = /<(?:TILE_LOCK_PARALLAX|tile lock parallax)>/i

end # MAP
end # REGEXP
end # YEA

#==========================================================
# ■ RPG::Map
#==========================================================

class RPG::Map

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :parallax_lock_x
attr_accessor :parallax_lock_y
attr_accessor :parallax_tile_lock

#--------------------------------------------------------------------------
# common cache: load_notetags_paralock
#--------------------------------------------------------------------------
def load_notetags_paralock
@parallax_lock_x = false
@parallax_lock_y = false
@parallax_tile_lock = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::MAP::LOCK_PARALLAX_X
@parallax_lock_x = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::LOCK_PARALLAX_Y
@parallax_lock_y = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::FULL_LOCK_PARALLAX
@parallax_lock_x = true
@parallax_lock_y = true
@parallax_tile_lock = false
when YEA::REGEXP::MAP::TILE_LOCK_PARALLAX
@parallax_lock_x = false
@parallax_lock_y = false
@parallax_tile_lock = true
#---
end
} # self.note.split
#---
end

end # RPG::Map

#=============================================================
# ■ Game_Map
#=============================================================
class Game_Map

#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_map_setup_parallax_paralock setup_parallax
def setup_parallax
@map.load_notetags_paralock
game_map_setup_parallax_paralock
end

#--------------------------------------------------------------------------
# new method: parallax_lock_x?
#--------------------------------------------------------------------------
def parallax_lock_x?
return @map.parallax_lock_x
end

#--------------------------------------------------------------------------
# new method: parallax_lock_y?
#--------------------------------------------------------------------------
def parallax_lock_y?
return @map.parallax_lock_y
end

#--------------------------------------------------------------------------
# new method: parallax_tile_lock?
#--------------------------------------------------------------------------
def parallax_tile_lock?
return @map.parallax_tile_lock
end

#--------------------------------------------------------------------------
# alias method: parallax_ox
#--------------------------------------------------------------------------
alias game_map_parallax_ox_paralock parallax_ox
def parallax_ox(bitmap)
return 0 if parallax_lock_x?
return @display_x * 32 if parallax_tile_lock?
return game_map_parallax_ox_paralock(bitmap)
end

#--------------------------------------------------------------------------
# alias method: parallax_oy
#--------------------------------------------------------------------------
alias game_map_parallax_oy_paralock parallax_oy
def parallax_oy(bitmap)
return 0 if parallax_lock_y?
return @display_y * 32 if parallax_tile_lock?
return game_map_parallax_oy_paralock(bitmap)
end

end # Game_Map

#=============================================================
#
# ▼ End of File
#
#=============================================================
Last edited by Hajami; Sep 18, 2014 @ 12:34am
AceHangman Sep 18, 2014 @ 5:32am 
I haven't much experience with scripts either, but like INFECTION said, follow the directions in the Script (I believe it's Set Player Start Location in the lower corner of the map. Then Create New event (yes, where you choose a square.) Set the Event to Autorun and insert the command Script Call and type in the command given '$saver = Map_Saver.new'. Set Self-Switch A ON, New event page (not new event) set to appear when Self-Switch A is ON, set it to Autorun, and Call Script command '$saver.update'.

I guess the result is that it creates the image file for the map in the game's main folder, says it might take a while. Other than that, I'm afraid the only thing I can think of is most scripts need to be loaded into the database under Materials (same for this one?) or that somehow the Autorun script for event page 2 keeps looping and maybe needs to be set to stop when finished, but since I don't know scripting it might be working the way it's supposed to. I haven't tried using it.
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Date Posted: Sep 17, 2014 @ 1:42pm
Posts: 4