GW Animated Battle backs Patch for Atoa ACBS
#11
EDIT: Replace it with this full version that no longer includes any weird hidden character AFAIK.

Code:
#==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
#  by The Bard (Gabriel Winchester)
#  - Improvements by Atoa -
#  May 22, 2010
#
#  This screipt allows battlebacks to be animated (no, its not like Moghunter's
#  system which moves). They are actually animated, by individual frames.
#
#  USAGE
#  Before each battle, you establish the parameters you want for the battleback.
#
#  Use the call script command:  animated_bb_on(speed, frames, opacity_
#  * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
#  To turn off the animated battleback layer, use: animated_bb_off
#
#  NEVER set a speed value to 0 or below.
#
#  UPPER LAYER
#  If you add a top layer to the battleback, the image will be above the heroes.
#
#  To set a top layer, use the code:  upper_bb_on(speed, frames, opacity)
#
#  If the image is not moving, just call: upper_bb_on
#
#  To turn off the upper battleback layer, use: upper_bb_off
#
#  Upper layers should have the suffixes "UP" and 'frame' followed by
#  each other. IF, for example, it is an image to be shown above the heroes
#  and has three frames of animations, they must be named as follows
#  "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  alias :animated_gm_sys_init :initialize
  #--------------------------------------------------------------------------
  def initialize
    animated_gm_sys_init
    @animated_bb = false
    @bb_speed = 0
    @bb_frames = 0
    @bb_opac = 0
    @upperbb = 0
    @upperbb_speed = 0
    @upperbb_frames = 0
    @upperbb_opac = 0
  end
  attr_accessor :animated_bb, :bb_speed, :bb_frames, :bb_opac
  attr_accessor :upperbb, :upperbb_speed, :upperbb_frames, :upperbb_opac
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  alias :animated_sprtst_btl_init :initialize
  def initialize
    create_animbb  if $game_system.animated_bb
    create_upperbb if $game_system.upperbb
    animated_sprtst_btl_init
  end
  #--------------------------------------------------------------------------
  def create_animbb
    @animbb_time      = 0
    @animbb_frame     = 0
    @animbb           = Sprite.new(@viewport1)
    @animbb.bitmap    = RPG::Cache.battleback($game_temp.battleback_name +
                        @animbb_frame.to_s)
    @animbb.z         = 2
    @animbb.opacity   = $game_system.bb_opac
  end
  #--------------------------------------------------------------------------
  def create_upperbb
    @upperbb_time     = 0
    @upperbb_frame    = 1
    @upperbb          = Sprite.new(@viewport3)
    @upperbb.bitmap   = RPG::Cache.battleback($game_temp.battleback_name +
                        "UP" + @animbb_frame.to_s)
    @upperbb.opacity  = $game_system.upperbb_opac
    @upperbb.z        = 20
    # ACBS = 140, Padrão = 20
  end
  #--------------------------------------------------------------------------
  alias gw_update update
  def update
    upperbb_update   if $game_system.upperbb
    animbb_update    if $game_system.animated_bb
    @animbb.dispose  if @animbb != nil and not $game_system.animated_bb
    @upperbb.dispose if @upperbb != nil and not $game_system.upperbb
    gw_update
  end
  #--------------------------------------------------------------------------
  alias gw_dispose dispose
  def dispose
    @animbb.dispose   if $game_system.animated_bb
    @upperbb.dispose  if $game_system.upperbb
    gw_dispose
  end
  #--------------------------------------------------------------------------
  def animbb_update
    create_animbb   if @animbb.nil?
    @animbb_time    += 1
    if @animbb_time % $game_system.bb_speed == 0
      @animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
      begin
        bb    = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
      rescue
        bb    = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @animbb.bitmap  = bb
      @animbb.opacity = $game_system.bb_opac
    end
  end
  #--------------------------------------------------------------------------
  def upperbb_update
    create_upperbb  if @upperbb.nil?
    @upperbb_time   += 1
    if @upperbb_time % $game_system.upperbb_speed == 0
      @upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
      begin
        upperbb   = RPG::Cache.battleback(@battleback_name + "UP" +
                    @upperbb_frames.to_s)
      rescue
        upperbb   = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @upperbb.bitmap   = upperbb
      @upperbb.opacity  = $game_system.upperbb_opac
    end
  end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def animated_bb_on(speed, frames, opacity=255)
    $game_system.animated_bb  = true
    $game_system.bb_speed     = speed
    $game_system.bb_frames    = frames
    $game_system.bb_opac      = opacity
  end
  #--------------------------------------------------------------------------
  def upper_bb_on(speed=1, frames=1, opacity=255)
    $game_system.upperbb        = true
    $game_system.upperbb_speed  = speed
    $game_system.upperbb_frames = frames
    $game_system.upperbb_opac   = opacity
  end
  #--------------------------------------------------------------------------
  def animated_bb_off
    $game_system.animated_bb  = false
    $game_system.bb_speed     = 0
    $game_system.bb_frames    = 0
  end
  #--------------------------------------------------------------------------
  def upper_bb_off
    $game_system.upperbb        = false
    $game_system.upperbb_speed  = 0
    $game_system.upperbb_frames = 0
    $game_system.upperbb_opac   = 0
  end
end

Now it would only fail if you lack any of the frames. Tongue sticking out
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }


Messages In This Thread
RE: GW Animated Battle backs Patch for Atoa ACBS - by kyonides - 10-17-2024, 12:04 AM

Possibly Related Threads…
Thread Author Replies Views Last Post
   Atoa ACBS, Equipment Set Add-on Error Solitaire 10 496 10-13-2024, 11:41 PM
Last Post: Solitaire
   ACBS - Atoa Custom Battle System and TP System zlsl 2 4,475 10-20-2021, 05:09 AM
Last Post: zlsl
   [RMXP] Showing skill gained by leveling up on battle result FrQise 12 12,367 05-07-2021, 02:05 PM
Last Post: FrQise
   Adding face script on Cogwheel's RTAB Battle Status rekkatsu 15 15,452 08-25-2020, 03:09 AM
Last Post: DerVVulfman
   I want to add an Atoa Custom Battle System command cut-in. zlsl 11 13,635 11-11-2019, 08:55 PM
Last Post: DerVVulfman
   Question about ACBS (Atoa Custom Battle System) aeliath 10 12,509 08-08-2019, 02:50 PM
Last Post: aeliath
   YAMI Battle symphony + Holder add on (Loop casting anim) Starmage 0 4,202 03-01-2018, 09:03 AM
Last Post: Starmage
   (RMVXace) Battle error with Tankentai's battle system, help. x( Starmage 0 3,860 02-14-2018, 04:25 PM
Last Post: Starmage
   Atoa Individual Battle Commands Geminil 3 6,865 08-02-2017, 03:17 AM
Last Post: DerVVulfman
  Expiration States with Atoa acbs: error Noctis 5 9,122 02-18-2017, 01:10 AM
Last Post: DerVVulfman



Users browsing this thread: 22 Guest(s)