[RESOLVED]Moving Panorama Script only uses 640x480

Started by Stray, February 15, 2013, 03:18:59 pm

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Stray

February 15, 2013, 03:18:59 pm Last Edit: February 21, 2013, 07:06:10 pm by Stray
This script for Moving Panoramas only uses pictures with dimensions of 640x480.
Can this script somehow be changed, that I am able to change the dimensions of the used panorama by a script call?
For example from 640x480 into 3200x500.
Parallax Background: ShowHide


#===================================================
# ■ Parallax Background - R2- Created by dubealex
#     - Moving Panoramas & More -
#===================================================
# For more infos and update, visit:
# rmxp.dubealex.com
#
# December 8, 2004
#===================================================


#===================================================
# ▼ CLASS Create_Parallax_List Begins
#===================================================
class Create_Parallax_List

def initialize
 
=begin -----------------------------------------------------------------------------------------------------
    ■ Map Parallax Background Settings:
    ---------------------------------------------------------------------------------------------------------
    ▼ DEFAULT PARALLAX SETTING FOR EACH MAP:
     
    The following list of lines defines each default parallax settings for each map using a
    parallax background. The number between square brackets is the map ID. Example:
    $map_parallax[3] will refer to the parallax settings of your map ID #3. Just copy the line
    to add more settings to all the maps using parallax. The rest will be done automatically by
    the script when you load a map in the game. This way you don't have to set full of code in
    your teleport, and you can save/load a game and it will work perfectly, as the script now
    save the parallax settings in the save file. The parallax settings and syntax is the same as in
    previous release: Parallax.new("name", direction, speed, opacity, hue)
    Read the manual and play the demo for more info and details about how to manipulate
    your parallax within the game. (It's the same way as before, but now you use the right
    map ID, so you would do $map_parallax[1].fade_out(2) to fade the parallax of map ID#2.)
=end #----------------------------------------------------------------------------------------------------
 
  $map_parallax[1]=Parallax.new("sky2", 6, 2,255,0)
  $map_parallax[2]=Parallax.new("hell1",4,2,255, 0)
 
#--- ■ END OF SETTINGS-----------------------------------------------------------------------------  

end
end
#===================================================
# ▲ CLASS Create_Parallax_List  Ends
#===================================================  


#===================================================
# ▼ CLASS Parallax Begins
#===================================================
class Parallax

attr_accessor :name, :direction, :speed, :opacity, :hue, :fade

def initialize(name, direction, speed, opacity, hue)
 @name=name
 @direction=direction
 @speed=speed
 @opacity=opacity
 @hue=hue
 @speed=speed
 @fade=fade
 
if $parallax_active==true
 $parallax_move[3]=name
 $parallax_move[4]=hue
 $parallax = Sprite.new
 $parallax.bitmap = RPG::Cache.panorama(name, hue)
 $parallax.x = 0
 $parallax.y = 0
 $parallax.z = -500
 $parallax.opacity = opacity
  if direction != 0 and speed != 0
    case direction
      when 2, 8
        if speed > 60
          speed=60
        end  
      when 4, 6
        if speed > 40
          speed=40
        end
      end  
   move(direction, speed)
 end    
end
end

#------------------------------------------------------------------------------------------------------

def erase
 $parallax_active=false
 $map_parallax[$game_map.map_id]=nil
 $parallax_fade[0]=0
 $parallax_move[0]=0
 if $parallax.nil? == false :$parallax.dispose end
 if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
 if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
 if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
 if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
end
 
#------------------------------------------------------------------------------------------------------

def fade_in(speed)
 if @speed == 0
    $parallax_direction=0
 end  
 $parallax_fade[0]=1
 $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def fade_out(speed)
 if @speed == 0
    $parallax_direction=0
 end
 $parallax_fade[0]=2
 $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def stop_fade
 $parallax_fade[0]=0
end

#------------------------------------------------------------------------------------------------------

def fade_loop(speed)
  if @speed == 0
    $parallax_direction=0
  end
 $parallax_fade[0]=3
 $parallax_fade[1]=speed
 $parallax_fade[2]=1
end

#------------------------------------------------------------------------------------------------------

def move(direction, speed)
 $parallax_direction=direction
 $parallax_move[0]=1
 $parallax_move[1]=speed
 $parallax_move[2]=0
end
 
end
#===================================================
# ▲ CLASS Parallax Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Map Additional Code Begins
#===================================================
class Scene_Map

alias parallax_original_update update

def update
parallax_original_update
case $parallax_fade[0]
  when 1 #Fade In
    case $parallax_direction
     when 0 #Not Moving
       unless $parallax.opacity == 255
         $parallax.opacity+=$parallax_fade[1]
          $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
         $parallax_fade[0]=0
       end
     when 2 #Moving down
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_u.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
     when 6 #Moving right
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_l.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     when 4 #Moving left
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_r.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     when 8 #Moving up
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_d.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     end
  when 2 #Fade Out
    case $parallax_direction
      when 0 #Not Moving
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 2 #Moving down
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_u.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 4 #Moving left
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_r.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 6 #Moving right
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_l.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 8 #Moving up
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_d.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
     end
 when 3 #Fade Loop
   case $parallax_direction
    when 0 #Not Moving
     case $parallax_fade[2] when 1 then
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[2]=2
     end
   when 2
     unless $parallax.opacity == 0
       $parallax.opacity-=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
     else
       $parallax_fade[2]=1
     end
   end
   when 2 #Moving down
      case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_u.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
    when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_u.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
    end
   when 8 #Moving up
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_d.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
   when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_d.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
   end
   when 6 #Moving right
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_l.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
    when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_l.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
   end
   when 4 #Moving left
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_r.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
   when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_r.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
    end
  end
end


case $parallax_move[0]
   when 1
   if $parallax_move[2]==0
     case $parallax_direction
     when 4
       $parallax_dummy_r = Sprite.new
       $parallax_dummy_r.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_r.x = 640
       $parallax_dummy_r.y = 0
       $parallax_dummy_r.z = -500
       $parallax_dummy_r.opacity = $parallax.opacity
     when 6
       $parallax_dummy_l = Sprite.new
       $parallax_dummy_l.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_l.x = -640
       $parallax_dummy_l.y = 0
       $parallax_dummy_l.z = -500
       $parallax_dummy_l.opacity = $parallax.opacity
     when 8
       $parallax_dummy_d = Sprite.new
       $parallax_dummy_d.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_d.x = 0
       $parallax_dummy_d.y = 480
       $parallax_dummy_d.z = -500
       $parallax_dummy_d.opacity = $parallax.opacity
     when 2
       $parallax_dummy_u = Sprite.new
       $parallax_dummy_u.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_u.x = 0
       $parallax_dummy_u.y = -480
       $parallax_dummy_u.z = -500
       $parallax_dummy_u.opacity = $parallax.opacity
     end
     $parallax_move[2]=1
   end    
   
   case $parallax_direction
   when 4
     $parallax_dummy_r.x-=$parallax_move[1]
     $parallax.x-=$parallax_move[1]  
      if $parallax_dummy_r.x==0
          $parallax.x=640
      end
       if $parallax.x==0
          $parallax_dummy_r.x=640
       end
   when 6
     $parallax_dummy_l.x+=$parallax_move[1]
     $parallax.x+=$parallax_move[1]  
     if $parallax.x==640
        $parallax.x=-640
     end
     if $parallax_dummy_l.x==640
        $parallax_dummy_l.x=-640
     end
   when 8
      $parallax_dummy_d.y-=$parallax_move[1]
      $parallax.y-=$parallax_move[1]
       if $parallax_dummy_d.y==0
          $parallax.y=480
       end
       if $parallax.y==0
          $parallax_dummy_d.y=480
       end
   when 2
     $parallax_dummy_u.y+=$parallax_move[1]
     $parallax.y+=$parallax_move[1]
       if $parallax_dummy_u.y==0
          $parallax.y=-480
       end
       if $parallax.y==0
          $parallax_dummy_u.y=-480
       end    
   end
 end  
end

end
#===================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias parallax_original_write_save_data write_save_data

def write_save_data(file)
  parallax_original_write_save_data(file)
  Marshal.dump($map_parallax, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias parallax_original_read_save_data read_save_data

def read_save_data(file)
  parallax_original_read_save_data(file)
  $map_parallax      = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
   $map_parallax=[]
   $parallax_fade=[]
   $parallax_move=[]
   $parallax_direction=0
   $parallax_active=false
   Create_Parallax_List.new
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================

#===================================================
# ▼ CLASS Spriteset_Map Additional Code Begins
#===================================================
class Spriteset_Map

alias parallax_original_initialize initialize

def initialize
  parallax_original_initialize
       $parallax_active=false
       $parallax_fade[0]=0
       $parallax_move[0]=0
       if $parallax.nil? == false :$parallax.dispose end
       if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
       if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
       if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
       if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
       if $map_parallax[$game_map.map_id] != nil
          name=$map_parallax[$game_map.map_id].name
          direction=$map_parallax[$game_map.map_id].direction
          speed=$map_parallax[$game_map.map_id].speed
          opacity=$map_parallax[$game_map.map_id].opacity
          hue=$map_parallax[$game_map.map_id].hue
          $parallax_active=true
          Parallax.new(name, direction, speed,opacity,hue)
      end  
 end
end  
#===================================================
# ▲ CLASS Spriteset_Map Additional Code Ends
#===================================================

I'm very grateful to you all for your great help.

ThallionDarkshine

I don't see anything in that script that would stop you from using as large pictures as you'd like.

Stray

February 15, 2013, 08:11:50 pm #2 Last Edit: February 15, 2013, 08:12:56 pm by Stray
Quote from: ThallionDarkshine on February 15, 2013, 07:25:09 pm
I don't see anything in that script that would stop you from using as large pictures as you'd like.

Just try it. There is a limit. I don't know why. But if I'm using a picture which is 3200x480 and I'm replacing every 640 in this script by 3200, then it is working.
If I use a panorama with different dimensions as in the script, the panorama moves odd, repeats itself at the wrong places and so on...
I'm very grateful to you all for your great help.

ThallionDarkshine

February 15, 2013, 08:38:22 pm #3 Last Edit: February 15, 2013, 08:55:46 pm by ThallionDarkshine
Ohh, now I see. Whoever wrote this script didn't know about a helpful default class that would really help with this, so I'll rewrite it using that class.

Edit - Here it is. Direction is now an integer from 0-8. 0 for no movement. 1-8 for movement from top-left to left proceeding clockwise.

Spoiler: ShowHide

#===================================================
# ■ Parallax Background - R2- Created by dubealex
#     - Moving Panoramas & More -
#===================================================
# For more infos and update, visit:
# rmxp.dubealex.com
#
# December 8, 2004
#===================================================


#===================================================
# ▼ CLASS Create_Parallax_List Begins
#===================================================
class Create_Parallax_List

def initialize
   
=begin -----------------------------------------------------------------------------------------------------
     ■ Map Parallax Background Settings:
     ---------------------------------------------------------------------------------------------------------
     ▼ DEFAULT PARALLAX SETTING FOR EACH MAP:
     
     The following list of lines defines each default parallax settings for each map using a
     parallax background. The number between square brackets is the map ID. Example:
     $map_parallax[3] will refer to the parallax settings of your map ID #3. Just copy the line
     to add more settings to all the maps using parallax. The rest will be done automatically by
     the script when you load a map in the game. This way you don't have to set full of code in
     your teleport, and you can save/load a game and it will work perfectly, as the script now
     save the parallax settings in the save file. The parallax settings and syntax is the same as in
     previous release: Parallax.new("name", direction, speed, opacity, hue)
     Read the manual and play the demo for more info and details about how to manipulate
     your parallax within the game. (It's the same way as before, but now you use the right
     map ID, so you would do $map_parallax[1].fade_out(2) to fade the parallax of map ID#2.)
=end #----------------------------------------------------------------------------------------------------
   
   $map_parallax[1]=Parallax.new("004-CloudySky01", 4, 2,255,0)
   #$map_parallax[2]=Parallax.new("hell1",4,2,255, 0)
   
#--- ■ END OF SETTINGS-----------------------------------------------------------------------------   

end
end
#===================================================
# ▲ CLASS Create_Parallax_List  Ends
#=================================================== 


#===================================================
# ▼ CLASS Parallax Begins
#===================================================
class Parallax

attr_accessor :name, :direction, :speed, :opacity, :hue, :fade

def initialize(name, direction, speed, opacity, hue)
  @name=name
  @direction=direction
  @speed=speed
  @opacity=opacity
  @hue=hue
  @speed=speed
  @fade=fade
 
if $parallax_active==true
  $parallax_move[3]=name
  $parallax_move[4]=hue
  $parallax = Plane.new
  $parallax.bitmap = RPG::Cache.panorama(name, hue)
  $parallax.ox = 0
  $parallax.oy = 0
  $parallax.z = -500
  $parallax.opacity = opacity
   if direction != 0 and speed != 0
     case direction
       when 2, 8
         if speed > 60
           speed=60
         end 
       when 4, 6
         if speed > 40
           speed=40
         end
       end 
    move(direction, speed)
  end   
end
end

#------------------------------------------------------------------------------------------------------

def erase
  $parallax_active=false
  $map_parallax[$game_map.map_id]=nil
  $parallax_fade[0]=0
  $parallax_move[0]=0
  if $parallax.nil? == false :$parallax.dispose end
  if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
  if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
  if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
  if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
end
 
#------------------------------------------------------------------------------------------------------

def fade_in(speed)
  if @speed == 0
     $parallax_direction=0
  end   
  $parallax_fade[0]=1
  $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def fade_out(speed)
  if @speed == 0
     $parallax_direction=0
  end
  $parallax_fade[0]=2
  $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def stop_fade
  $parallax_fade[0]=0
end

#------------------------------------------------------------------------------------------------------

def fade_loop(speed)
   if @speed == 0
     $parallax_direction=0
   end
  $parallax_fade[0]=3
  $parallax_fade[1]=speed
  $parallax_fade[2]=1
end

#------------------------------------------------------------------------------------------------------

def move(direction, speed)
  $parallax_direction=direction
  $parallax_move[0]=1
  $parallax_move[1]=speed
  $parallax_move[2]=0
end
 
end
#===================================================
# ▲ CLASS Parallax Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Map Additional Code Begins
#===================================================
class Scene_Map

  alias parallax_original_update update
 
  def update
    parallax_original_update
    case $parallax_fade[0]
    when 1 #Fade In
      unless $parallax.opacity == 255
        $parallax.opacity += $parallax_fade[0]
        $map_parallax[$game_map.map_id].opacity += $parallax_fade[1]
      else
        $parallax_fade[0] = 0
      end
    when 2 #Fade Out
      unless $parallax.opacity == 0
        $parallax.opacity -= $parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity -= $parallax_fade[1]
      else
        $parallax_fade[0] = 0
      end
    when 3 #Fade Loop
      case $parallax_fade[2]
      when 1
        unless $parallax.opacity == 255
          $parallax.opacity += $parallax_fade[1]
          $map_parallax[$game_map.map_id].opacity += $parallax_fade[1]
        else
          $parallax_fade[2] = 2
        end
      when 2
        unless $parallax.opacity == 0
          $parallax.opacity -= $parallax_fade[1]
          $map_parallax[$game_map.map_id].opacity -= $parallax_fade[1]
        else
          $parallax_fade[2] = 1
        end
      end
    end
    case $parallax_move[0]
    when 1
      if [7, 8, 1].include?($parallax_direction)
        $parallax.ox += $parallax_move[1]
      elsif [3, 4, 5].include?($parallax_direction)
        $parallax.ox -= $parallax_move[1]
      end
      if [1, 2, 3].include?($parallax_direction)
        $parallax.oy += $parallax_move[1]
      elsif [5, 6, 7].include?($parallax_direction)
        $parallax.oy -= $parallax_move[1]
      end
    end
  end
end
#===================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias parallax_original_write_save_data write_save_data

def write_save_data(file)
   parallax_original_write_save_data(file)
   Marshal.dump($map_parallax, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias parallax_original_read_save_data read_save_data

def read_save_data(file)
   parallax_original_read_save_data(file)
   $map_parallax      = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
    $map_parallax=[]
    $parallax_fade=[]
    $parallax_move=[]
    $parallax_direction=0
    $parallax_active=false
    Create_Parallax_List.new
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================

#===================================================
# ▼ CLASS Spriteset_Map Additional Code Begins
#===================================================
class Spriteset_Map

alias parallax_original_initialize initialize

def initialize
   parallax_original_initialize
        $parallax_active=false
        $parallax_fade[0]=0
        $parallax_move[0]=0
        if $parallax.nil? == false :$parallax.dispose end
        if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
        if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
        if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
        if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
        if $map_parallax[$game_map.map_id] != nil
           name=$map_parallax[$game_map.map_id].name
           direction=$map_parallax[$game_map.map_id].direction
           speed=$map_parallax[$game_map.map_id].speed
           opacity=$map_parallax[$game_map.map_id].opacity
           hue=$map_parallax[$game_map.map_id].hue
           $parallax_active=true
           Parallax.new(name, direction, speed,opacity,hue)
       end 
  end
end 
#===================================================
# ▲ CLASS Spriteset_Map Additional Code Ends
#===================================================

Stray

Thank you so much for your help. I appreciate your help really.
I'm very grateful to you all for your great help.

ThallionDarkshine

You're welcome. Scripting is fun for me, I just need ideas or requests to fill.