08-26-2014, 03:40 AM
The animated battlebacks can only go up to 9 frames of animation. The system looks for the last two characters in any filename (expecing them to be digits. So you may have a filename called StarPattern50 saved in your Tileset's 'Battleback' setting. The first number (5) would indicate how many animation frames while the second is the initial index. You would then have the next four battlebacks: StarPattern51 , StarPattern52 , StarPattern53 and StarPattern54.
In essence, the filename structure is FILENAMEXY where X is the qty and Y is the index. And you could create a battleback like KasperStars90, which includes 90, 91, 92, 93, 94, 95.... 98.
The initial layout of the battleback terrain changing hash appears as such:
or
It could very well be changed to this:So terrain ID #2 (normally Desert) would use an animated Grass Land battleback.
Oh, and I haven't seen any noticeable lag, even with Animated Battles.
In essence, the filename structure is FILENAMEXY where X is the qty and Y is the index. And you could create a battleback like KasperStars90, which includes 90, 91, 92, 93, 94, 95.... 98.
The initial layout of the battleback terrain changing hash appears as such:
Code:
@bback_terrain = { 1 => "001-Grassland01",
2 => "006-Desert01",
3 => "005-Beach01",
4 => "007-Swamp01" }
Code:
$bback_terrain = { 1 => "001-Grassland01",
2 => "006-Desert01",
3 => "005-Beach01",
4 => "007-Swamp01" }
It could very well be changed to this:
Code:
$bback_terrain = { 1 => "001-Grassland01",
2 => "Grassland30",
3 => "005-Beach01",
4 => "007-Swamp01" }
Oh, and I haven't seen any noticeable lag, even with Animated Battles.