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If it is edited, you should point out what changes you made.i edited the script
$cc_imported ||= {}
$cc_imported["CC_PMS"] = true
#==============================================================================
## CC::PMSモジュール
module CC
module PMS
DIR = "Graphics/ParallaxMaps/"
# off_sw_id (osi) : When Switch[osi] is true, the layer is invisible.
# changer_var_id (cvi) : When Variables[cvi] > 0, the file 'map(mapid)_(name)(value of Variables[cvi])' is called.
# Othewise, 0 is used as last character of filename.
# blend_type : 0 = normal, 1 = add, 2 = sub
LAYERS = [ # name, z, opacity, blend_type, off_sw_id, changer_var_id, animate_arr, scroll_ratio
["gnd", 1, 255, 0, 22, 22, [], nil, ],
["high", 250, 255, 0, 23, 23, [], nil, ],
["shd", 251, 85, 2, 25, 25, [], nil, ],
["anim", 1, 255, 0, 26, 26, [0,1,2,1], nil, ],
["rati", 250, 255, 0, 27, 27, [], [0.5, 1], ],
#["water", 50, 255, 0, 24, 24, [0,1,2,1], nil, ],
] #
OFF_SW = 21 # If $game_variables[OFF_SW] is true, entire PMS will stop.
# Interval to change images.
ANIM_INTERVAL = 60
end # of PMS
end # of CC
#==============================================================
## キャッシュ
module Cache
def self.parallax_map(filename)
self.load_bitmap(CC::PMS::DIR, filename)
end
def self.clear_parallax_map
# パララックスはメモリを食うので、手動解放を用意しておく
flag = false
@cache.each{|key, value|
if key.include?(CC::PMS::DIR)
@cache.delete(key)
flag = true
end
}
GC.start if flag
end
end
#==============================================================================
## 組み込み
class Spriteset_Map
alias _pmscc_create_parallax create_parallax
def create_parallax
_pmscc_create_parallax
create_pms
end
alias _pmscc_dispose_parallax dispose_parallax
def dispose_parallax
dispose_pms
_pmscc_dispose_parallax
end
alias _pmscc_update_parallax update_parallax
def update_parallax
_pmscc_update_parallax
update_pms
end
def create_pms
@cc_pms = []
@cc_pms_mapid = $game_map.map_id
CC::PMS::LAYERS.each {|params| @cc_pms.push( CC_pms.new(params, @viewport1) ) }
end
def dispose_pms
@cc_pms.each {|layer| layer.dispose }
end
def update_pms
if @cc_pms_mapid != $game_map.map_id
@cc_pms_mapid = $game_map.map_id
refresh_pms
end
@cc_pms.each {|layer| layer.update }
end
def refresh_pms
dispose_pms
create_pms
end
end # Spriteset_Map
#==============================================================================
## CC_pms クラス
class CC_pms
attr_reader :name
def initialize(params, viewport)
@name = params[0]
@sprite = Sprite.new
@sprite.viewport = viewport
@sprite.z = params[1]
@sprite.opacity = params[2]
@sprite.blend_type = params[3]
@off_switch_id = params[4]
changer_var_id = params[5]
animation_array = params[6]
@scroll_ratio_x = 1
@scroll_ratio_y = 1
if params[7] != nil
@scroll_ratio_x = params[7][0]
@scroll_ratio_y = params[7][1]
end
# アニメ処理
@filename_itr = 0 # 何番目のファイルネームを使うか
@frame_count = CC::PMS::ANIM_INTERVAL # ファイルネーム交換のフレーム周期
# ファイル名の配列を作る
filename = 'map' << $game_map.map_id.to_s << '_' << @name
filename << ( ( changer_var_id > 0 )?( $game_variables[changer_var_id].to_s ):( '0' ) )
@filename_arr = []
if animation_array == []
@filename_arr.push(filename)
else
animation_array.each {|num| @filename_arr.push( filename + '_' + num.to_s )}
end
reset_image
update
end
#-------------------------------------
def dispose
@sprite.dispose
end
#-------------------------------------
def reset_image
# 画像のロードを試みてロード失敗したら空にする
begin
@sprite.bitmap = Cache.parallax_map( @filename_arr[@filename_itr] )
rescue
@sprite.bitmap = nil
return
end
#p @filename_arr[@filename_itr]
end # of reset_image
#-------------------------------------
def update
# マップ変更のチェック
# 画像ないならリターン
return if @sprite.bitmap.nil?
# オフスイッチが入ってるならvisibleをオフにしてリターン
if $game_switches[@off_switch_id] || $game_switches[CC::PMS::OFF_SW]
@sprite.visible = false
return
else
@sprite.visible = true
end
# アニメーションのカウントを進める
if @filename_arr.size > 1
@frame_count -= 1
if @frame_count < 1
@frame_count = CC::PMS::ANIM_INTERVAL
@filename_itr += 1
@filename_itr = 0 if @filename_itr >= @filename_arr.size
reset_image
end
end
# 表示位置を更新
@sprite.ox = $game_map.display_x * 32 * @scroll_ratio_x
@sprite.oy = $game_map.display_y * 32 * @scroll_ratio_y
end # of update
end
Have you read Andar's Tutorial?i've recently downloaded this script, but i cant find any tutorials on how to use it
can someone help me figure things out? ^^"
just nothing appears?
And the game comes with the demo. Is the demo not working?well the script came with a game to test it so i just for example deleted the layers i didnt need
Your (wrong) editOFF_SW = 21 # If $game_variables[OFF_SW] is true, entire PMS will stop.
OFF_SW needs to be a number.OFF_SW = false # If $game_variables[OFF_SW] is true, entire PMS will stop.
And again, did you understand that 22 and 23 in these lines are IDs for switches and variables?[ # name, z, opacity, blend_type, off_sw_id, changer_var_id, animate_arr, scroll_ratio
["gnd", 0, 255, 0, 22, 22, [], nil, ],
["high", 0, 255, 0, 23, 23, [], nil, ],