#<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># # # # V's Unlimited Parallax Maps # # Version 0.1 # # # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # Written By: V # # Last Edited: September 23, 2013 # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # # #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># #==============================================================================# #------------------------------------------------------------------------------# # ** Disclaimer # #------------------------------------------------------------------------------# # # # This script was intended for Non-commercial use only, if you wish to use # # this script in a commercial game please PM me at which ever site you found # # this script. Either way please give me credit in your game script as the # # writer of this script, and send me a PM about the release of the game/demo. # # # #------------------------------------------------------------------------------# # ** How To Use # #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# # # # ========================================================================== # # = = # # = IMPORTANT = # # = = # # ========================================================================== # # # # * Maps must be imported into the pictures folder. # # # # * Each map MUST HAVE a base layer. # # # # * You must set the layers opacity that you want visable when you enter the # # map. Base layers opacity is set to 255 by default. # # # # * To veiw a layer above the player set the z_position's value above 101. # # # # ========================================================================== # # * Map Notetags # # ========================================================================== # # # # For Base Layer. # # ~~~~~~~~~~~~~~~ # # # # # # For Additional Layers. # # ~~~~~~~~~~~~~~~~~~~~~~ # # # # # # ========================================================================== # # * Map Names # # ========================================================================== # # # # * Maps must be named as such. (image_name + "_" + frame) # # # # Example of how to name the maps. # # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # # mn1_1 # # woods_1 # # barbershop_1, barbershop_2, barbershop_3, barbershop_4 # # # # ========================================================================== # # * Animating Parallaxes # # ========================================================================== # # # # * Map frames are used for animating parallaxes. # # ** To use animations set the layers var to whatever frame you want. # # ** To change the opacity set the layers opacity var to what you want. # # # #------------------------------------------------------------------------------# # ** Description # #------------------------------------------------------------------------------# # # # v0.1 # # ~=~=~=~ # # # # The script is set up to take a base layer and as many other layers as you # # can fit into the maps notebox, as well as animate them. # # # #------------------------------------------------------------------------------# #==============================================================================# #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># # # # DO NOT EDIT PASSED THIS POINT UNLESS YOU KNOW WHAT YOUR DOING. # # # #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>># class Game_Map def lnote t = //i n = @map.note pm = n.scan(t) return pm end def bnote t = //i n = @map.note pm = n.scan(t) return pm end alias :sp450404210 :setup_parallax def setup_parallax sp450404210() end end class Game_System attr_accessor :curz alias :i040404201 :initialize def initialize @curz = 0 i040404201() end end class Spriteset_Map alias :i05042042 :initialize def initialize @pml = [] cbl i05042042() cpm end def cbl bl = $game_map.bnote z = -101 n = bl[0][0] v = bl[0][1].to_i $game_variables[v] = 0 var = $game_variables[v] name = (n + "_") + var.to_s @pmbl = Sprite.new(@viewport1) @pmbl.bitmap = Cache.picture(name) @pmbl.z = z - $game_system.curz @curblvar = var end def ubl bl = $game_map.bnote n = bl[0][0] v = bl[0][1].to_i var = $game_variables[v] name = (n + "_") + var.to_s if @curblvar != var @pmbl.bitmap = Cache.picture(name) @curblvar = var end @pmbl.ox = $game_map.display_x * 32 if @pmbl.ox != $game_map.display_x * 32 @pmbl.oy = $game_map.display_y * 32 if @pmbl.oy != $game_map.display_y * 32 end def cpm @curpmopc = [] @curpmvars = [] pm = $game_map.lnote if pm != [] pm.size.times {|i| z = pm[i][0] n = pm[i][1] v = pm[i][2].to_i var = $game_variables[v] $game_variables[v] = 0 name = (n + "_") + var.to_s o = $game_variables[pm[i][3].to_i] @pml[i] = Sprite.new(@viewport1) @pml[i].bitmap = Cache.picture(name) @pml[i].opacity = o @pml[i].z = z.to_i - $game_system.curz @curpmvars[i] = var @curpmopc[i] = o } end end def upm cx = [] cy = [] pm = $game_map.lnote if pm != [] @pml.size.times {|i| n = pm[i][1] v = pm[i][2].to_i var = $game_variables[v] name = (n + "_") + var.to_s o = $game_variables[pm[i][3].to_i] if @curpmvars[i] != var @pml[i].bitmap = Cache.picture(name) @curpmvars[i] = var end if @curpmopc[i] != o @pml[i].opacity = o @curpmopc[i] = o end } @pml.size.times { |i| cx[i] = @pml[i].ox cy[i] = @pml[i].oy @pml[i].ox = $game_map.display_x * 32 if @pml[i].ox != $game_map.display_x * 32 @pml[i].oy = $game_map.display_y * 32 if @pml[i].oy != $game_map.display_y * 32 } end end def dpm if @pml != [] @pml.size.times { |i| @pml[i].dispose @pml[i].bitmap.dispose } end end def dbl @pmbl.dispose @pmbl.bitmap.dispose end alias :u420542175045 :update def update ubl upm u420542175045() end end class Scene_Map < Scene_Base alias :pt054046404 :post_transfer def post_transfer @spriteset.dbl @spriteset.dpm @spriteset.cbl @spriteset.cpm @spriteset.update pt054046404() end end