10-17-2024, 12:49 AM
(This post was last modified: 10-17-2024, 12:51 AM by Solitaire.
Edit Reason: wrong image
)
(10-17-2024, 12:04 AM)kyonides Wrote: EDIT: Replace it with this full version that no longer includes any weird hidden character AFAIK.I'm getting this one now:
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.