I'm having a hard time to figure how to CANCEL the Parallax effect after one battle.
I've tried searching the script a cancel def, but nothing seens to work.
I need a skilled scripter to help me set the script to to end after the battle.
A script call I can set after the battle would work too.
Here's the script:
Spoiler
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Battle Parallax Background
# Version: 1.0
# Author: DiamondandPlatinum3
# Date: September 6, 2012
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
#
# This script allows you to use a parallax as a background for your
# Battles. It also allows you to scroll the parallax like any regular
# map parallax.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#------------------------------------------------------------------------------
# Instructions:
#
# - There are two methods of changing the battle parallax options.
#
# ~ One of which is to use a script call with the following line of code
#
# setbattleparallax( filename, scrollx, scrolly )
#
# Where 'filename' is where you enter the name of the parallax, this must be
# done in quotation marks ( ' ' ).
# 'scrollx' is the amount the parallax will scroll to the left or right.
# 'scrolly' is the amount the parallax will scroll up or down.
#
# - If you do not want to change a specific value, simply pass in nil as the
# parameter
#
# ~ The other method is to use notetags for the map, exactly like the following:
#
# ~BP_NAME: "Filename"
# ~BP_SCRX: Number
# ~BP_SCRY: Number
#
# This has the same effect as calling the function, in that you can change
# the name of the battle parallax and it's scrolling variables.
#
# - The advantage of using the map note is that you can set the parallax to
# a specific map like when you specify the battle backgrounds in the map
# settings. The function method is really for use when you want to change
# the parallax for a specific bossfight.
#
# - You can also use negative numbers to reverse the directions of the
# parallax scroll. You'll need to play around with it to achieve the
# desired effect
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Overwritten Functions
#--------------------------------------------------------------------------
# create_battleback1
# create_battleback2
# update_battleback1
# update_battleback2
# dispose_battleback1
# dispose_battleback2
#
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_batlparallax_sprsetbatl_init_1h2g initialize
alias dp3_batlparallax_sprsetbatl_dispose_1h2g dispose
alias dp3_batlparallax_sprsetbatl_update_1h2g update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Call Original Method
dp3_batlparallax_sprsetbatl_init_1h2g
create_parallax
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_parallax
# Call Original Method
dp3_batlparallax_sprsetbatl_update_1h2g
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
dispose_parallax
# Call Original Method
dp3_batlparallax_sprsetbatl_dispose_1h2g
end
#--------------------------------------------------------------------------
# * Create Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = nil
end
#--------------------------------------------------------------------------
# * Create Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = nil
end
#--------------------------------------------------------------------------
# * Create Parallax
#--------------------------------------------------------------------------
def create_parallax
@backparallax = Plane.new(@viewport1)
@backparallax.bitmap = Cache.parallax($game_system.battleparallaxgraphicname)
@backparallax.z = 0
end
#--------------------------------------------------------------------------
# * Update Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def update_battleback1
@back1_sprite.update if @back1_sprite
end
#--------------------------------------------------------------------------
# * Update Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def update_battleback2
@back2_sprite.update if @back2_sprite
end
#--------------------------------------------------------------------------
# * Update Parallax
#--------------------------------------------------------------------------
def update_parallax
if @backparallax
@backparallax.ox += $game_system.battleparallaxgraphicscrollx
@backparallax.oy += $game_system.battleparallaxgraphicscrolly
end
end
#--------------------------------------------------------------------------
# * Free Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def dispose_battleback1
if @back1_sprite
@back1_sprite.bitmap.dispose
@back1_sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Free Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def dispose_battleback2
if @back2_sprite
@back2_sprite.bitmap.dispose
@back2_sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Free Battle Parallax
#--------------------------------------------------------------------------
def dispose_parallax
@backparallax.dispose if @backparallax
end
end # of Class
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system data. It saves the disable state of saving and
# menus. Instances of this class are referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * New Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battleparallaxgraphicname
attr_accessor :battleparallaxgraphicscrollx
attr_accessor :battleparallaxgraphicscrolly
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_batlparallax_gamesys_init_1h2g initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Call Original Method
dp3_batlparallax_gamesys_init_1h2g
# Setup Parallax (safety precautions in case the user doesn't do it themselves)
@battleparallaxgraphicname = "BlueSky"
@battleparallaxgraphicscrollx = 0
@battleparallaxgraphicscrolly = 0
end
end # of Class
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Set Battle Parallax
#--------------------------------------------------------------------------
def setbattleparallax( filename, scrollx, scrolly )
$game_system.battleparallaxgraphicname = filename if filename.is_a?(String)
$game_system.battleparallaxgraphicscrollx = scrollx if scrollx.is_a?(Integer)
$game_system.battleparallaxgraphicscrolly = scrolly if scrolly.is_a?(Integer)
end
end # of Class
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_battleparallaxmapnote_setup_1h2g setup
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
def setup(*args)
# Call Original Method
dp3_battleparallaxmapnote_setup_1h2g(*args)
# Check Map Note
checkbattleparallax_mapnote
end
#--------------------------------------------------------------------------
# * Check Map Note for Battle Parallax Info
#--------------------------------------------------------------------------
def checkbattleparallax_mapnote
# Set instance variables to current values
prlxname = $game_system.battleparallaxgraphicname
scrollx = $game_system.battleparallaxgraphicscrollx
scrolly = $game_system.battleparallaxgraphicscrolly
# Check Map Notetags
# Code by Modern Algebra -----------------------------
@map.note[/~BP_NAME:\s*\"(.+?)\"/im]
prlxname = $1.gsub(/[\n\r]+/, "") if $1 # if not nil
#-----------------------------------------------------
@map.note[/~BP_SCRX: ([-0-9]+)/]
scrollx = $1.to_i if $1
@map.note[/~BP_SCRY: ([-0-9]+)/]
scrolly = $1.to_i if $1
$game_system.battleparallaxgraphicname = prlxname
$game_system.battleparallaxgraphicscrollx = scrollx
$game_system.battleparallaxgraphicscrolly = scrolly
end
end # of Class
# Battle Parallax Background
# Version: 1.0
# Author: DiamondandPlatinum3
# Date: September 6, 2012
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
#
# This script allows you to use a parallax as a background for your
# Battles. It also allows you to scroll the parallax like any regular
# map parallax.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#------------------------------------------------------------------------------
# Instructions:
#
# - There are two methods of changing the battle parallax options.
#
# ~ One of which is to use a script call with the following line of code
#
# setbattleparallax( filename, scrollx, scrolly )
#
# Where 'filename' is where you enter the name of the parallax, this must be
# done in quotation marks ( ' ' ).
# 'scrollx' is the amount the parallax will scroll to the left or right.
# 'scrolly' is the amount the parallax will scroll up or down.
#
# - If you do not want to change a specific value, simply pass in nil as the
# parameter
#
# ~ The other method is to use notetags for the map, exactly like the following:
#
# ~BP_NAME: "Filename"
# ~BP_SCRX: Number
# ~BP_SCRY: Number
#
# This has the same effect as calling the function, in that you can change
# the name of the battle parallax and it's scrolling variables.
#
# - The advantage of using the map note is that you can set the parallax to
# a specific map like when you specify the battle backgrounds in the map
# settings. The function method is really for use when you want to change
# the parallax for a specific bossfight.
#
# - You can also use negative numbers to reverse the directions of the
# parallax scroll. You'll need to play around with it to achieve the
# desired effect
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Overwritten Functions
#--------------------------------------------------------------------------
# create_battleback1
# create_battleback2
# update_battleback1
# update_battleback2
# dispose_battleback1
# dispose_battleback2
#
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_batlparallax_sprsetbatl_init_1h2g initialize
alias dp3_batlparallax_sprsetbatl_dispose_1h2g dispose
alias dp3_batlparallax_sprsetbatl_update_1h2g update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Call Original Method
dp3_batlparallax_sprsetbatl_init_1h2g
create_parallax
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_parallax
# Call Original Method
dp3_batlparallax_sprsetbatl_update_1h2g
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
dispose_parallax
# Call Original Method
dp3_batlparallax_sprsetbatl_dispose_1h2g
end
#--------------------------------------------------------------------------
# * Create Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def create_battleback1
@back1_sprite = nil
end
#--------------------------------------------------------------------------
# * Create Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def create_battleback2
@back2_sprite = nil
end
#--------------------------------------------------------------------------
# * Create Parallax
#--------------------------------------------------------------------------
def create_parallax
@backparallax = Plane.new(@viewport1)
@backparallax.bitmap = Cache.parallax($game_system.battleparallaxgraphicname)
@backparallax.z = 0
end
#--------------------------------------------------------------------------
# * Update Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def update_battleback1
@back1_sprite.update if @back1_sprite
end
#--------------------------------------------------------------------------
# * Update Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def update_battleback2
@back2_sprite.update if @back2_sprite
end
#--------------------------------------------------------------------------
# * Update Parallax
#--------------------------------------------------------------------------
def update_parallax
if @backparallax
@backparallax.ox += $game_system.battleparallaxgraphicscrollx
@backparallax.oy += $game_system.battleparallaxgraphicscrolly
end
end
#--------------------------------------------------------------------------
# * Free Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
def dispose_battleback1
if @back1_sprite
@back1_sprite.bitmap.dispose
@back1_sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Free Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
def dispose_battleback2
if @back2_sprite
@back2_sprite.bitmap.dispose
@back2_sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Free Battle Parallax
#--------------------------------------------------------------------------
def dispose_parallax
@backparallax.dispose if @backparallax
end
end # of Class
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system data. It saves the disable state of saving and
# menus. Instances of this class are referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * New Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battleparallaxgraphicname
attr_accessor :battleparallaxgraphicscrollx
attr_accessor :battleparallaxgraphicscrolly
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_batlparallax_gamesys_init_1h2g initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Call Original Method
dp3_batlparallax_gamesys_init_1h2g
# Setup Parallax (safety precautions in case the user doesn't do it themselves)
@battleparallaxgraphicname = "BlueSky"
@battleparallaxgraphicscrollx = 0
@battleparallaxgraphicscrolly = 0
end
end # of Class
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Set Battle Parallax
#--------------------------------------------------------------------------
def setbattleparallax( filename, scrollx, scrolly )
$game_system.battleparallaxgraphicname = filename if filename.is_a?(String)
$game_system.battleparallaxgraphicscrollx = scrollx if scrollx.is_a?(Integer)
$game_system.battleparallaxgraphicscrolly = scrolly if scrolly.is_a?(Integer)
end
end # of Class
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_battleparallaxmapnote_setup_1h2g setup
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
def setup(*args)
# Call Original Method
dp3_battleparallaxmapnote_setup_1h2g(*args)
# Check Map Note
checkbattleparallax_mapnote
end
#--------------------------------------------------------------------------
# * Check Map Note for Battle Parallax Info
#--------------------------------------------------------------------------
def checkbattleparallax_mapnote
# Set instance variables to current values
prlxname = $game_system.battleparallaxgraphicname
scrollx = $game_system.battleparallaxgraphicscrollx
scrolly = $game_system.battleparallaxgraphicscrolly
# Check Map Notetags
# Code by Modern Algebra -----------------------------
@map.note[/~BP_NAME:\s*\"(.+?)\"/im]
prlxname = $1.gsub(/[\n\r]+/, "") if $1 # if not nil
#-----------------------------------------------------
@map.note[/~BP_SCRX: ([-0-9]+)/]
scrollx = $1.to_i if $1
@map.note[/~BP_SCRY: ([-0-9]+)/]
scrolly = $1.to_i if $1
$game_system.battleparallaxgraphicname = prlxname
$game_system.battleparallaxgraphicscrollx = scrollx
$game_system.battleparallaxgraphicscrolly = scrolly
end
end # of Class