darcangel 10 Posted May 21, 2012 (edited) [GDS] Ultimate Parallax intro this is a script that joins all functions for parallaxes on ace, without any of its drawback on a single script no net to script call, <notetags>, or switches/variables what id does: Fix a parralex automatic, in case you dont want to fix it just put the Map id on the configuration - 4 layers, Sky, Light, Shadow, and ground -light and shadow can shake - can use switches and variables( not mandatory) to turn on and of parallaxes, and use multiple parallaxes on teh same map Configuration check script- but it is just to put the id of the map you want to have the effect script # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Ultimate Parallax Control V1.0 # # By: ☆GDS☆ # # Site: *************** # Requires: n/a # Lag : none #============================================================================== # â–¼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.21.05 - Script istart and finish # #============================================================================== # â–¼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # this is a script that joins all functions for parallaxes on ace, without any #of its drawback on a single script #no need for script calls, <notetags>, or switches/variables # #============================================================================== #============================================================================== # Ââ–¼ Licence # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # do whatever you wnat with if, just dont forget to credit me # #============================================================================== #============================================================================== # ÂÂ¥ Configuraçôes #============================================================================== module GDS_Parallax module Parallax #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- #All parallaxes are fixed by defaut now, #if want the default movement of the parallaxex just put the map id here #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FIXED_Parallax =[2,3, #<=|Id of the map that will not be fixed ] # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # sky layer, # a layer that stays on top of everything and dont move # # needs a image on "\Graphics\Parallaxes\" # named "X"_layer2 where"x" is the map ID # ex: "\Graphics\Parallaxes\4_layer2" # # Parallax2 <= Put the Id of the map that will use the Sky layer #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Parallax2 = [4,3,8, #<=|maps with Sky parallax ] #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Light Layer # a layer that stays on top of everything, but the sky layer # can and cannot move # # needs a image on "\Graphics\Parallaxes\" # named "X"_light where"x" is the map ID # ex: "\Graphics\Parallaxes\4_light" # # # Light <= Put the Id of the map that will use the Light layer # # #:Flicker_Light # # 0 => It wont move # 1 oo more => iot will shake, any mumner bigger than 1, will have a ugly effect #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Light = [14, #<=|Id of the map that will use the Light layer ] Flicker_Light = 1 #<=|movement? #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Shadow Layer # a layer that stays on top of everything, but the SKY and LIGHT layers # can and cannot move # # needs a image on "\Graphics\Parallaxes\" # named "X"_shadow where"x" is the map ID # ex: "\Graphics\Parallaxes\4_shadow" # # # Shadow <= Put the Id of the map that will use the Shadow layer # # #:Flicker_Shadow # # 0 => It wont move # 1 oo more => iot will shake, any mumner bigger than 1, will have a ugly effect #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shadow = [4, #<=|Id of the map that will use the shadow layer ] Flicker_Shadow = 0 #<=|movement? #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # GroundLayer #a layer that stays above the Tiles, (map), and below any event and player # # needs a image on "\Graphics\Parallaxes\" # named "X"_Ground where"x" is the map ID # ex: "\Graphics\Parallaxes\4_ground" # # # Ground <= Put the Id of the map that will use the ground layer # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ground = [14, #<=|Id of the map that will use the ground layer ] #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Switches and variables # # Switches # # define if the layer will or will not be displayed # if you dont want to use put "nil" # # Variables # chance de imagen that a parallax will use. #EX: # map 4 light layer is named: "4_light" # # but if you want to use a variable to alter the light layers: # # variable value = 0 name = "4_light # variable valuel = 1 name = "4-1_light # Vvariable value= 5 name = "4-5_light # # you will add a "-X"after the map number, where "x" is the variable current value # # # # atention: # #switches will work as soon you turn it on/off # Variables need to change the map first #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWITCH_SKY = nil SWITCH_LIGHT = nil SWITCH_SHADOW = nil SWITCH_GROUND = nil VARIABLE_SKY = nil VARIABLE_LIGHT = nil VARIABLE_SHADOW = nil VARIABLE_GROUND = nil #============================================================================== # End of configuration #============================================================================== #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. It's used # within the Scene_Map class. #============================================================================== end end class Spriteset_Map include GDS_Parallax::Parallax #============================================================================= # * alias method create_parallax #============================================================================= alias create_parallax_gds create_parallax def create_parallax create_parallax_gds create_parallaxes @do_it1 = true;@do_it2 = true;@do_it3 = true;@do_it4 = true end def create_parallaxes map = $game_map.map_id @maps = $game_map.map_id ;@check1 = true;@check2 = true;@check3 = true;@check4 = true @fixed_p = false;@create1 = false;@create2 = false;@create2 = false;@create3 = false;@create4 = false for i in FIXED_Parallax;@fixed_p = true if i == map;end for i in Parallax2;@create1 = true if i == map;end for i in Light;@create2 = true if i == map;end for i in Shadow;@create3 = true if i == map;end for i in Ground;@create4 = true if i == map;end @parallax1 = Plane.new(@viewport1) if @create1 == true @parallax1.z = 203 if @create1 == true;@check1 = false @parallax2 = Plane.new(@viewport1) if @create2 == true @parallax2.z = 202 if @create2 == true ;@check2 = false @parallax3 = Plane.new(@viewport1) if @create3 == true @parallax3.z = 201 if @create3 == true;@check3 = false @parallax4 = Plane.new(@viewport1) if @create4 == true @parallax4.z = 50 if @create4 == true ;@check4 = false on1= false on2= false on3= false on4= false end #============================================================================= # * new method create_and_dispose # * new method check_for_dispose #============================================================================= def create_and_dispose @parallax1.dispose if @on1 == true @parallax2.dispose if @on2 == true @parallax3.dispose if @on3 == true @parallax4.dispose if @on4 == true create_parallaxes p "done" end def check_for_dispose create_and_dispose if @maps != $game_map.map_id end #============================================================================= # * new method check_for_swicthes #============================================================================= #============================================================================= # * alias method dispose_parallax #============================================================================= alias dispose_parallax_gds dispose_parallax def dispose_parallax @parallax1.dispose if @on1 == true @parallax2.dispose if @on2 == true @parallax3.dispose if @on3 == true @parallax4.dispose if @on4 == true dispose_parallax_gds end #============================================================================= # * overwrite method update_parallax #============================================================================= def update_parallax check_for_dispose @parallax1.visible= $game_switches[sWITCH_SKY] if SWITCH_SKY != nil @parallax2.visible= $game_switches[sWITCH_LIGHT] if SWITCH_LIGHT != nil @parallax3.visible= $game_switches[sWITCH_SHADOW] if SWITCH_SHADOW != nil @parallax4.visible= $game_switches[sWITCH_GROUND] if SWITCH_GROUND != nil if @parallax_name != $game_map.parallax_name @parallax_name = $game_map.parallax_name @parallax.bitmap.dispose if @parallax.bitmap @parallax.bitmap = Cache.parallax(@parallax_name) Graphics.frame_reset end if @create1 == true and @check1 == false @parallax1.bitmap.dispose if @parallax1.bitmap sky = $game_map.map_id.to_s if VARIABLE_SKY != nil sky = $game_map.map_id.to_s+"-"+$game_variables[VARIABLE_SKY].to_s sky = $game_map.map_id.to_s if $game_variables[VARIABLE_SKY] == 0 end @parallax1.bitmap = Cache.parallax(sky+"_layer2") Graphics.frame_reset @check1 = true;@on1 = true end if @create2 == true and @check2 == false @parallax2.bitmap.dispose if @parallax2.bitmap light = $game_map.map_id.to_s if VARIABLE_LIGHT != nil light = $game_map.map_id.to_s+"-"+$game_variables[VARIABLE_LIGHT].to_s light = $game_map.map_id.to_s if $game_variables[VARIABLE_LIGHT] == 0 end @parallax2.bitmap = Cache.parallax(light+"_light") Graphics.frame_reset @check2 = true;@on2 = true end if @create3 == true and @check3 == false @parallax3.bitmap.dispose if @parallax3.bitmap shadow = $game_map.map_id.to_s if VARIABLE_SHADOW != nil shadow = $game_map.map_id.to_s+"-"+$game_variables[VARIABLE_SHADOW].to_s shadow = $game_map.map_id.to_s if $game_variables[VARIABLE_SHADOW] == 0 end @parallax3.bitmap = Cache.parallax(shadow+"_shadow") Graphics.frame_reset @check3 = true;@on3 = true end if @create4 == true and @check4 == false @parallax4.bitmap.dispose if @parallax4.bitmap ground = $game_map.map_id.to_s if VARIABLE_GROUND != nil ground = $game_map.map_id.to_s+"-"+$game_variables[VARIABLE_GROUND].to_s ground = $game_map.map_id.to_s if $game_variables[VARIABLE_GROUND] == 0 end @parallax4.bitmap = Cache.parallax(ground+"_ground") Graphics.frame_reset @check4 = true;@on4 = true end @parallax1.ox = $game_map.display_x * 32 if @create1 == true @parallax1.oy = $game_map.display_y * 32 if @create1 == true @parallax2.ox = $game_map.display_x * 32 + rand(Flicker_Light) if @create2 == true @parallax2.oy = $game_map.display_y * 32 + rand(Flicker_Light) if @create2 == true @parallax3.ox = $game_map.display_x * 32 + rand(Flicker_Shadow) if @create3 == true @parallax3.oy = $game_map.display_y * 32 + rand(Flicker_Shadow) if @create3 == true @parallax4.ox = $game_map.display_x * 32 if @create4 == true @parallax4.oy = $game_map.display_y * 32 if @create4 == true if @fixed_p == true @parallax.ox = $game_map.parallax_ox(@parallax.bitmap) @parallax.oy = $game_map.parallax_oy(@parallax.bitmap) else @parallax.ox = $game_map.display_x * 32 @parallax.oy = $game_map.display_y * 32 end end end Edited May 21, 2012 by darcangel 1 JpotatO-TeamL2D reacted to this Share this post Link to post Share on other sites
Asixex 1 Posted May 23, 2012 Is this similar to Hanzo Kimura's Ultimate Overlay Mapping script? Share this post Link to post Share on other sites
darcangel 10 Posted May 23, 2012 about the same as HK, but dont need switches, and have a option to fix or not to fix the default parallax, and you can use PNG or JPG, or any RPG maker supported format, and since it always uses the 255 opacity, you can set the opacity before hand on PHOTOSHOP or whatever, Recommended only if you find The port of The HK for ace laking on any of those, if not, its about the same I made one with waaaaaaaaaaaaay more option, like move the parallax, change the opacity by intervals, and etc, but is harder to use and configure, and I am too busy to do a configuration guide. Share this post Link to post Share on other sites
kory_toombs 0 Posted June 9, 2015 Is it possible to use fog in this script. The problem I'm having is getting the fog to scroll. I tried a show picture event, but the picture can't be seen above the parallax. Share this post Link to post Share on other sites
lavitz85 0 Posted August 20, 2015 Hi, I'm trying to figure out how to make this work... I created a ground parallax and was able to make the parts that I want walkable for a forest map but I haven't been able to figure out how to overlay the trees that I made for it. I have the overlay in /Graphics/Parralaxes and it's named Forest_8 (I'm pretty sure the map ID is 8 but still really new to rpgmaker). I think maybe I just don't understand what I need to do in the game to make it work. Can anyone help me? Share this post Link to post Share on other sites
halrawk 11 Posted August 20, 2015 By the look of the script, it seems like your file should be named "8_layer2". I don't actually use the script, so I'm not 100% sure, just looks like that's what the configuration states. Share this post Link to post Share on other sites
lavitz85 0 Posted August 21, 2015 Yeah that worked! Thanks so much!! I'm still really new to all of this and got confused when reading the script over. Share this post Link to post Share on other sites