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

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