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[VXA] Fix Picture to Map

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I tried this script with updated Rpg maker Vx ace and it doesn't fix the picture.

Did i do something wrong ?
« Last Edit: June 22, 2012, 07:34:37 PM by Chaos17 »

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Err, I can't tell without seeing your configuration of the script. Did you set the SWITCH_ID value to 90?

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Yes.

Here the configuration :
SWITCH_ID = 90
COORDINATES_SWITCH_ID = 89
Z_VARIABLE_ID = 93



I tried to put the suffix [FIXED] in case the picture will automaticly fix itself without the switch but it didn't work. I tried too to keep the suffix [FIXED] and the switch but it didn't worked.

EDIT : I am going to check all my scripts and see if there aren't any scripts who are using the same switch.
« Last Edit: June 23, 2012, 08:50:46 AM by Chaos17 »

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Just making a double post to say, I've found where the bug was from :
I've found where my problem was from, it was because of the first script of this link : http://rmrk.net/index.php/topic,45300.0.html

A picture bug fix script.

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I found a bug. If you try and have the looping pictures fixed (such as part of bg animations) it doesn't display the pictures at all.

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Really? That works fine to me :O
How did you event it?

I found that if a battle transition happens, the pictures jerk in the middle for a bit and then battle (but resume to correct positions like nothing happened).


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Oops, guess I missed that, or maybe I just forgot, as Zylos also directed me to it. I have updated the script to fix that error. Thank you!

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I found a bug and was asked to report it here as it seems to be caused by this script.

I noticed a weird behavior in ACE. If I have a picture that has been tinted to match the screen tone acting as an overlay, if I turn it transparent with a move picture command it becomes regular tone during the time it turns transparent.


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There is a bug when you shake the screen and happen to use pictures, it won't shake with the screen. Here's a quick fix for it by kread. (I hope you don't mind me hijacking modern algebra D; )

Code: [Select]
class Spriteset_Map
  alias_method(:krx_mashake_sp_uv, :update_viewports)
  def update_viewports
    krx_mashake_sp_uv
    @viewport2.ox = $game_map.screen.shake
  end
end


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Not at all. Thanks for reporting it.

The fix seems like it would work. Notably, it will also shake the timer and the weather when you shake the screen now. That's not necessarily a problem though; it might even be a neat effect.

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There is a bug when you shake the screen and happen to use pictures, it won't shake with the screen. Here's a quick fix for it by kread. (I hope you don't mind me hijacking modern algebra D; )

Code: [Select]
class Spriteset_Map
  alias_method(:krx_mashake_sp_uv, :update_viewports)
  def update_viewports
    krx_mashake_sp_uv
    @viewport2.ox = $game_map.screen.shake
  end
end

How to apply it?

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Just place it in a new scropt slot.
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Yes, Lord Stark is correct.

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I know, this is old, but what do you reccommend for the script order, modern algebra?
Like you did with your animated parallax script. (That it should be placed below all custom scripts)

I'm just asking, because it does not, what it is supposed to, but it worked in the past. And now I hope, that it can be solved with just changing the script order.