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EVENT COMMANDS-ADVANCED-SCRIPT...

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Hello,

I have been searching the internet for hours to no avail. Yes, no doubt I just failed to find the information that has to be there somewhere.. I am trying desperately to understand how to use the Event Command, "Script..." All I'm trying to do is shake the screen up and down, instead if side to side. The map is the interior of a ship at sea. I'm using a parallel process event. Here is what I have tried so far.

1. Screen Effects>Shake Screen (no option for side to side)
2. Call Event with script pasted from lines 119-123 of Game_Screen from the Script Editor. Added a line "@shake_direction = x" and tried various numbers (1, 0, -1)
def start_shake(power, speed, duration)
@shake_power = 4
@shake_speed = 4
@shake_duration = 5
@shake_direction = 1
end

3. Pasted lines from Game_Interpreter and messed with them some..
def command_225
screen.start_shake(@params, @params, @params)
wait(@params) if @params
end

Idk why the numbers in brackets aren't showing up in this post, but they are there in the script.
4. Google. Search terms like, "rpg maker vx ace call script", "rpg maker vx ace command events tutorial", "rpg maker screen shake up and down", "rpg maker vx ace scripting tutorial", "rpg maker vx ace command events script" etc. and variations of the same questions...
5. Cursing at RPG Maker, Google etc.

Please help. There are many wise people who understand what to do. It's probably going to be an extremely simple fix (hence the cursing at Google..heh) but please don't be upset at my inability to find my own answers (I'm doing that for you).

Also, how can I keep the shaking going when messages are being displayed?

Thank you kindly.
What retard decided to remove vertical shake ffs..
Hmmm... not so sure you need scripting in this case. Too much reliance on scripting for what eventing can accomplish with some clever use of the existing events.

Scroll Map Up, 1, Speed 4
Scroll Map Down, 0, Speed 4
Scroll Map Down, 2, Speed 4
Scroll Map Down, 0, Speed 4
Scroll Map Up, 1, Speed 4

Emulates a vertical screen shake. The 0 spaces are there as 'wait' padding. The only requirements are that your map needs to be at least two tiles higher than the visible screen - one tile above the top of the screen and one tile below the bottom of the screen. Vertical screen shake achieved. Tinker with the speeds and how many times/how far you move the screen to taste.

If this is in a parallel process, it allows you to continue to move around the screen and allow other events to continue.
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