![[Image: map.png]](http://save-point.org/images/prefix_icons/SPEC-Scripts/map.png)
Systems that change the way the map moves or operates are in here.
Map Systems: S-Z
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by PK8 (November 5, 2009)
This script is pretty confusing to explain. Basically, it allows the developer to tag events with any kind of information. (example: Map 1's event 1's "gender" => "male") I'm not sure what it would be useful for, or how someone would make use of it but this was an idea I didn't want to go to waste. It's like self switches/my self variables script but for giving events certain information.
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by kyonides (December 16, 2022)
Do you need to show the map's display name at any given moment?
Like when you stepped on a transparent event facing downwards or upwards or anywhere else...
Take advantage of it and make a script call that will set the temporary name and show it on screen for you!
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SoulPour777 (November 17, 2015)
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A plugin designed to aid mappers on Parallax Mapping and Map Design.
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LiTTleDRAgo (May 14, 2017)
This script makes scroll movement smoother when player is moving.
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by Toby Zerner / Posted by PK8 (October 3rd, 2008)
This script allows the map to in a way slowly move to adjust to your location when you move.
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SoulPour777 (February 27, 2014)
This script can change the altitude of the airship vehicle at will.
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SoulPour777 (February 27, 2014)
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This allows a description of each map when you enter them. The Display name’s location is also modified for it not to contradict when the developer decides to use the map name instead of the description.
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SoulPour777 (February 27, 2014)
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A VX script ported to Ace. It cuts the screen into a smaller size depending on the indicated value.
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DerVVulfman (October 2, 2013)
With this, you can use any of the 'transitions' in your Graphics\Transitions folder for map transitions as well as your battle transitions!
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by DerVVulfman (September 28, 2007)
This is a vehicle system that is similar to the Final Fantasy system.
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by DerVVulfman (July 17th, 2009)
"Hey DerVVulfman. This is a great script and I just had a question about it. Is there a way to transport you character from a map directly into a vehicle?" - Habs11
Well, he asked and I took the initiative. Seriously, it was a feature I never thought about and overlooked. Now the feature is available.
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by DerVVulfman (October 19, 2011)
A request was made in regards to the fukuyama caterpillar system because the caterpillar system continued to leave a trail of party members behind the vehicles as they traveled. So I took the job and made... 'two' options. One option allows you to turn off the trailing character sprites when you board a vehicle only to turn back on once you enter a Headquarters or leave the vehicle. The other option resets all the party members to start in the very spot as the player once he disembarks, just as they would when entering a new map.
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by DerVVulfman (April 21, 2024)
based on RD12's earlier release (February 14, 2013)
This system is a sideview platform engine that lets the player eliminate and re-apply map tiles, similar to Minecraft or Terraria. It is a basic engine, not including any ABS-like battle system which Minecraft or Terraria uses. Nor does it allow the player to create operational event objects such as doors, furnaces, or other objects that can be triggered. That would be up to the end-user.
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PK8 (June 25, 2012)
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This once classic event-command-turned-script lets users substitute a particular tile (either picked out from the tileset or through map coordinates) with another (also picked out by tile index or coordinate) on any or all layers through a call. This also comes with a tile placing call which lets users place a tile picked out from the tileset or through map coordinates onto multiple tiles and layers.
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by Syvkal
Looking through the features missing to VX, I thought that changing tilesets would be easy enough. My script probably isn't the easiest way to change them, nor the most user-friendly, but it works.
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Do you need to check if the current tileset is good for your heroes?
Or perhaps you need to make sure it is as dangerous as possible after the heroes messed up with some poor witches?
Well, now you can do that via a script call!
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by DerVVulfman (April 12th, 2008)
This is a system to reintroduce terrain tags and passabilities into your project. I have the terrain tags fully worked out, but I do plan to update this system for other options... including 4-way passables.
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by Ccoa (February 3, 2007)
For those of you who used RM2k(3), you might remember a nice feature that allowed you to switch which tileset was in use for the current map. While there is a script to duplicate this functionality in RMXP already, it doesn't save which tileset to use for that map! Which means that if you teleport away and then come back or save, quit, and then restart, the tileset will have reset to the default for that map - bad if you left whilst on a bridge.
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by Mac ()
This script allows you to turn your timer display on/off, it allows you to change the opacity of the timer, it allows you to used fixed positioning e.g. Top Left, Bottom Right etc and it also allows you to set an exact position on the screen for it to appear, along with being able to change it's exact font size and font type.
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by Ccoa (September 5th, 2008)
This script gives you little bitty characters when on any map marked as an overworld map, similar to the feature in Chrono Trigger with no extra graphics required. Should be compatible with all location window scripts (menus and HUDs) and with any menu.
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by Ccoa (September 5th, 2008)
This script gives you little bitty characters when on any map marked as an overworld map, similar to the feature in Chrono Trigger with no extra graphics required. Should be compatible with all location window scripts (menus and HUDs) and with any menu.
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by kyonides (September 29, 2022)
Did you ever want that the engine would autorun events right after being touched by the player or another event?
Especially once it finishes transferring the player to a new map...
Now you can do that! Just copy and past the following snippet on your script editor!
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by DerVVulfman (February 26, 2024)
Ever need more than one fog for a map? Maybe more than two fogs? With this unique script, you can have unlimited fogs on one map! And with a few easy script calls, you can customize every aspect of a fog at anytime! Do be aware, the fogs applied with this script only appear after the field map(s) have been entered. As fast as it may be, only those fogs that are attached to tileets are created simultaneously. Fortunately,this script is only a supplement, able to work in tandem with the default system.
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by Near Fantastica (June 14, 2005)
This system lets events see the player and interact with it in different ways depending on how close the player is. To add this script make a script call it View_Range and add the following into it then call it accordingly with a script call. It can also be used to handle BGS effects.
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Victor Sant (December 30, 2011)
This scripts allow the creation of new vehicle types with a new set of options available.
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Victor Sant (January 13, 2012)
This script allows to change the encounter rates based on the terrain ID or Region ID.
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Victor Sant (January 15, 2012)
This script allows to set custom conditions for event pages, you can use any valid script code as the condition for the page to start.
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by Victor Sant (December 21, 2011)
This script allows to fix the parallax in a way that it follows the tileset movement. Useful for parallax mapping
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by Victor Sant (December 21, 2011)
This script allows to add varied of effects to the maps. Fos are picutres placed above the player layer and loops. Differently from pictures the fog follows the map movement instead of the screen (this behavior can be changed). You can add various fogs to the map.
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Victor Sant (August 3, 2012)
This script was designed to reduce the lag cause by many events on map. Most anti lag script just skip the update of events that outside the screen while still loops though all of them. This one, instead, dinamically manage the list of events for update, and keeps events that aren’t going to be updated outside of the list.
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The Unofficial Super Simple Vehicle System Add On
by Kyonides Arkanthes (August 17, 2021)
Did you ever want to limit a furry werewolf's script called Super Simple Vehicle System in a curious way?
Now you can with this add for it lets you set the maximum passengers capacity of any vehicle.
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by DerVVulfman (August 24, 2024)
The Wanderers allows the game developer to define one or more encounter lists per map, and connect these encounters to the basic RPGMaker Variable system. If enemies get stronger after completing quests, a switch can turn on a new encounter list with stronger troops. And if the big bad evil guy in a castle was defeated, another switch can turn on another encounter list that is empty... to ensure no more monsters show up.
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by Dirtie (March 10, 2005)
This will allow any map you choose to "wrap-around" or go continously (like a globe), very useful for world maps, especially if you have a vehicle (eg. airship or boat). For users of RM2K/3, you probably know that this functionality was built in, but for some inexplicable reason they removed it from RMXP. It was under the map properties, and was known as "Scrolling" in RM2K and "Wrapping" in RM2K3.
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by Zeriab (September 3rd, 2007)
This system changes the design used for controlling the events on the game map as well as reducing the number of character sprites outside of the visible area. The new design for the events should in most cases give faster collision detection. In certain situations this system should be slightly slower though I doubt it can make any noticeable difference. This script only makes event collision detection faster in the case where all the events are visible. The greatest benefit from this script comes from large maps with sparse population of events.
Basically, events do no come together loads at a time.
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by Zeriab (January 31, 2008)
This is Zeriab's much better version of the Autoswitcher. It totally pwns my version and it's very easy to use. I was posting my Autoswitcher in Seph's forums and then Seph and Zeriab thought of much better solutions to do it (they rock). I liked Zeriab's solution because it was a short piece of code yet it did what it was supposed to do which was activate certain switches and adjust certain variables before the game began.