08-30-2014, 03:35 AM
@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:
( :P ... the line reads 'set to terrain' when it should say set to animated)
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:
Don't worry about the bgm_living command at the bottom as you're not worried about that. But notice that it doesn't have a BBG TYPE command. IF you run this event first, you fight a battle with the currently defaulted battleback... likely the non-animated battleback. But if you fight the ghost on the left, the left-most ghost will set the battleback to an animated one. ONCE that is done, all battles (including this one) would assume animated battlebacks.
IF you wanted to let the middle ghost use an animated battleback, make it look like this:
See? It's the bbg_type line in there that makes it animated.
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.
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'
$game_system.bgm_type = 1
# Set battlebackground to 'Terrain'
$game_system.bbg_type = 1
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
$game_system.bgm_type = 4
# Doesn't matter if lead hero is dead
$game_system.bgm_living = nil
IF you wanted to let the middle ghost use an animated battleback, make it look like this:
Code:
# Choose Field Music
$game_system.bgm_type = 4
# Set battlebackground to 'Animated'
$game_system.bbg_type = 1
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.