Mimi's Battleback Changer - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Mimi's Battleback Changer (/thread-2567.html) Pages:
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RE: Mimi's Battleback Changer - KasperKalamity - 08-28-2014 so theoretically i could just add more files that use the second value for more frames? i want to have water moving on one part, and wind blowing on another, but it wouldn't look right if they were both moving at the same speeds. RE: Mimi's Battleback Changer - bswi13 - 08-28-2014 Ah, I understand now. I've replaced the grassland battleback in the titleset (even renamed the image Grassland90) and have successfully moved off of the default battleback. However, there is still no animation occurring - just sitting on the first frame. That's also a good note about the animation speed, I'd like to check it out first and perhaps i'll use different images down the road. Thanks for your time, bswi RE: Mimi's Battleback Changer - DerVVulfman - 08-29-2014 @Kasper: You can only have one battleback showing at a time, though you did give an interesting idea of 2 (or more) battle backs running at different rates. The system only allows the use of one battleback at a time, and an animated battleback to have a maximum of 9 consecutive images. @bswi13: Did you add the $game_system.bbg_type = 1 -or- $bbg_type = 1 command to the script code to your ghost's event code like I mentioned? The middle one just assumes 'no animation'. THAT command forces battlebacks to be animated. RE: Mimi's Battleback Changer - bswi13 - 08-29-2014 Just to clarify, do you mean adding that $game_system.bbg_type = 1 code to the ghost troops themselves? or do you mean changing all the "if $game_system.bbg_type" / "if $bbg_type " values in the Dispose & Frame Update sections from their default (3) to 1? Or do you mean adding $game_system.bbg_type = 1 to the global version of the script, in the Configuration section under the $bback_terrain hashes (around where the # Initial battlebackground type ( 0=default / 1=terrain / 2=event ) @bbg_type occurs in the instance version?) Like I've stated before, in my instance script the @bbg_type is already set to 1, but where should I insert that line you mentioned in the last page? Sorry about all the questions this is my first rpg and I'm still getting used to this. RE: Mimi's Battleback Changer - KasperKalamity - 08-29-2014 @dervv- can you just make the number longer by making it two digits? instead of 09, make it 10? RE: Mimi's Battleback Changer - DerVVulfman - 08-30-2014 @bswi13: Do not edit the actual codework of the script itself. Changing the if...end blocks and so forth would prevent other features such as map-for-battleback systems and others from functioning. You should only change the $game_system.bbg_type (or $bbg_type in your global script case) should be performed. As an example, the left most ghost's events start with a script call like so: Code: # Set music to 'HERO' Note how the last statement sets the bbg type (battle background graphic type) to a setting of 1. By default, it is 0 (no animation or whatnot), but a setting of 1 sets it to an animated battleback. ONCE this is run and the BBG TYPE is set, all battles afterwards are assumed to use animated battlebacks... until another bbg_type value is set. Now the middle ghost has a script call at the beginning of his event like so: Code: # Choose Field Music IF you wanted to let the middle ghost use an animated battleback, make it look like this: Code: # Choose Field Music The script could be adjusted, though that would mean a battleback can have filenames of KasperCrew1900, where you have 19 frames ranging from 00 to 18. However, I typically feared some people not thinking (a common issue) and I would need to include code that would format the index values (0 - 18) to always be double digits. RE: Mimi's Battleback Changer - bswi13 - 08-31-2014 So I set up an battle event on my map, and inserted the $game_system.bbg_type = 1 code before everything, but the result is still the unanimated first frame in the picture series. furthermore, is there any way to get the animated battlebacks to occur for random encounters? that is really what I have been trying to accomplish. RE: Mimi's Battleback Changer - DerVVulfman - 08-31-2014 I've been posting that it is both $game_system.bbg_type = 1 and $bbg_type = 1 because there are two different versions, the @instance and $global versions. You said you're using the $global version, so your code would need $bbg_type. (08-30-2014, 03:35 AM)DerVVulfman Wrote: @bswi13: So you'd be using $bbg_type = 1. The script itself noted this: Code: # USAGE: Now as to making it automatic so it occurs for EVERY battle rather than just events... EASY. Make an event. Make it a parallel process event. Set up two commands to run in the event commands page on the right in the event window. The first command is the script call of "$bbg_type = 1" The second command is the 'Erase Event' command. This version would re-run this event and re-enforce the bbg_type each time you return to this map. Preferably, I would use a switch after setting the bbg type and making a second page.... but this is the easiest manner. EDIT: I am now correcting myself as it has been a long time since I really revisited Mimi. And this is the part that is going to turn your stomach. And yeah, I did test this by merely disabling the instance version and re-enabling the global version in my demo. AND my RTAB demo which has Mimi also performs fine. Animated battlebacks are an automatic system. That means, unless you set up your battleback system to use the field map or use a custom camera drive and pan system, you should have animated battlebacks automatically. IF you set a battle to use the current map as the battle back (ie, you see the houses and trees and all that in the background) by setting the bbg_type to 3 ... the map will be the background and not a battleback, animated or otherwise. IF you turned on the camera drive switch (setting either $game_system.camera_drive or $camera_drive to true), you should have a battleback that can be animated. Camera Drive is a cool setting so the backgrounds can zoom in and out, or pan around to make the battle appear to be on a 3Dish camera controlled environment... but it won't work with the animated battleback system. Code: # Setting this switch to 'true' disables the battleback animation system and If you have either the bbg_type set to 3 or turned the camera drive on, you won't have an animated battleback. RE: Mimi's Battleback Changer - DerVVulfman - 11-19-2018 After all this time....
BUMP to Version 5.0!!!!
Along with Mimi's Battle Music and Dalissa's Battle Cry
All three are included within the same demo and have been massively upgraded with a new configuration system. |