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	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
	
		Hello all! I hope everyone's weekend is going well. 
I have a question regarding the Atoa ACBS script, among the patches included in the demo for other scripts. There is one named "GW Animated Battle Backs" (header of patch) . The script has a link to a site :
http://www.santuariorpgmaker.com/forum/i...topic=6336 )
 
but it's broken. A few web searches yielded this site : 
http://lugarmaker.blogspot.com/p/scripts.html 
But that just lead back to the same link. Point being: I would like to use this script, but can't find an active link to it. I scanned the script database section here, and searched keywords a few different ways. But no dice. Does anyone have an alternate link to this I'm not finding for some reason? Or do they have a copy of the script they could PM me? I'd very much like to use this script. Thanks!
	 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		When the Internet Archive comes back up, it may be possible to check that link... assuming the  website itself did not protect itself from intrusive bots.  Some websites protect their scripts/resources pages from being read by bots.
 I even tried searching for the scripter, Gabriel Winchester, but did not come up with anything except references to "SUPERNATURAL" and the Winchester Brothers facing the angel Gabriel.  ROFL.
 
 Mind you, this being a battleback animation system means that it will refresh the battleback with a new image ever X frames.  For some systems, it isn't an issue. But others, it may mean flickering of the battlestatus window where your heroes HP/SP are rendered.  Unless fully compatible, this battleback animation system may cause some flickering with each replaced battleback.
 
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
	
		Ahh I see! This is extremely helpful. I didn't even THINK of using the IA (SMACKS MYSELF IN THE HEAD AT MY OBLIOUSNESS) LOL I will test that out (Also I didn't even realize the Internet Archive was down either.)I'll consider possible issues with the flickering too, I've never used one of these scripts before, so I will keep that in mind from now on.
 
 Thank you very much, Mr. Wolf! o7
 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
		
		
		10-15-2024, 02:28 AM 
(This post was last modified: 10-15-2024, 02:29 AM by Solitaire.
 Edit Reason: picture link not working!! :o !
)
	
	 
		Finally got the chance to try out that suggestion this evening, @DerVVulfMan. And I thought this was funny, and that I would update the thread: ![[Image: atrocity.png]](https://i.postimg.cc/0yd4TWmR/atrocity.png)The entire page looked like this on the Wayback LOL, I still copied it, (And painstakingly re-added what I hope are the correctly positioned line-breaks) and shall see if it works out whenever I attempt testing it. But for now, I'm beat. 'Night, Save-point! 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
	
		Another update, I tried running it with the script and got an error from the line where the attr_accessor stuff begins.I suppose I did format the line-breaks wrong. I was going to post the script here to have someone look over it and correct it, but I don't think it's allowed to repost someone's scripts, right?
 
	
	
	
		
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 Joined: May 2009
 
	
		
		
		10-16-2024, 07:59 PM 
(This post was last modified: 10-16-2024, 08:39 PM by DerVVulfman.)
	
	 
		I think there's some illegal characters(aka hidden characters messing with ya) in the archive.  STICK around ;)
 EDIT:  Oh, there are illegal characters all THROUGHOUT this code.  Its gonna take a little longer... See ya...
 
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
	
		 (10-16-2024, 07:59 PM)DerVVulfman Wrote:  I think there's some illegal characters(aka hidden characters messing with ya) in the archive.  STICK around ;)
 EDIT:  Oh, there are illegal characters all THROUGHOUT this code.  Its gonna take a little longer... See ya...
 
Aye aye, capin'!
	 
	
	
	
		
	Posts: 11,566Threads: 672
 Joined: May 2009
 
	
	
		Okay, this is the code, and I went and added some translated instructions from the post.  Sadly, not all of it was easy to translate and got omitted because... well, better missing instructions than BAD instructions. 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
 #--------------------------------------------------------------------------
 attr_accessor :animated_bb
 attr_accessor :upperbb
 attr_accessor :bb_speed
 attr_accessor :upperbb_speed
 attr_accessor :bb_frames
 attr_accessor :upperbb_frames
 attr_accessor :bb_opac
 attr_accessor :upperbb_opac
 #--------------------------------------------------------------------------
 alias gw_initialize initialize
 def initialize
 gw_initialize
 @animated_bb    = false
 @bb_speed       = 0
 @bb_frames      = 0
 @upperbb_speed  = 0
 @upperbb_frames = 0
 end
 end
 #==============================================================================
 # ■ Spriteset_Battle
 #==============================================================================
 class Spriteset_Battle
 #--------------------------------------------------------------------------
 alias gw_initialize initialize
 def initialize
 create_animbb      if $game_system.animated_bb
 create_upperbb     if $game_system.upperbb
 gw_initialize
 end
 #--------------------------------------------------------------------------
 def create_animbb
 @animbb_time      = 0
 @animbb_frame     = 0
 @animbb           = Sprite.new(@viewport1)
 @animbb.bitmap    = RPG::Cache.battleback($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
And there was so many illegal characters throughout, it practically required RETYPING every line separately to get rid of the error causing garbage.
 
Oh, and ... there's zilch in the thread saying not to post anywhere.  BUT it appears that site went down in 2012?  Might need archival (LATER!!!!)
	
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
  Above are clickable links 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
		
		
		10-16-2024, 10:48 PM 
(This post was last modified: 10-16-2024, 10:51 PM by Solitaire.)
	
	 
		 (10-16-2024, 09:59 PM)DerVVulfman Wrote:  Okay, this is the code, and I went and added some translated instructions from the post.  Sadly, not all of it was easy to translate and got omitted because... well, better missing instructions than BAD instructions.
 
 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
 #--------------------------------------------------------------------------
 attr_accessor :animated_bb
 attr_accessor :upperbb
 attr_accessor :bb_speed
 attr_accessor :upperbb_speed
 attr_accessor :bb_frames
 attr_accessor :upperbb_frames
 attr_accessor :bb_opac
 attr_accessor :upperbb_opac
 #--------------------------------------------------------------------------
 alias gw_initialize initialize
 def initialize
 gw_initialize
 @animated_bb    = false
 @bb_speed       = 0
 @bb_frames      = 0
 @upperbb_speed  = 0
 @upperbb_frames = 0
 end
 end
 #==============================================================================
 # ■ Spriteset_Battle
 #==============================================================================
 class Spriteset_Battle
 #--------------------------------------------------------------------------
 alias gw_initialize initialize
 def initialize
 create_animbb      if $game_system.animated_bb
 create_upperbb     if $game_system.upperbb
 gw_initialize
 end
 #--------------------------------------------------------------------------
 def create_animbb
 @animbb_time      = 0
 @animbb_frame     = 0
 @animbb           = Sprite.new(@viewport1)
 @animbb.bitmap    = RPG::Cache.battleback($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
And there was so many illegal characters throughout, it practically required RETYPING every line separately to get rid of the error causing garbage.
 
 Oh, and ... there's zilch in the thread saying not to post anywhere.  BUT it appears that site went down in 2012?  Might need archival (LATER!!!!)
 The holy chickens from above DESCEND WITH MIGHTY HORNS, TOOTING THIER GRATITUDE!
 
Thank you very kindly for going above and beyond to help with your superstar code-y-hands! 
 
I will be glad to test this once again, since I'm back home now.
 
EDIT: The directions are great too! Extremely helpful! I would've had no idea how to properly use before LOL
	 
	
	
	
		
	Posts: 94Threads: 14
 Joined: Oct 2024
 
	
		
		
		10-16-2024, 10:59 PM 
(This post was last modified: 10-16-2024, 11:05 PM by Solitaire.)
	
	 
		Welp, it seems I'm still getting "unidentified" variables on line 1. :I darn! 
EDIT: Nevermind. That one was a copy error on my part lol
 
EDIT2: Getting this error now, upon starting a battle:
 ![[Image: error.png]](https://i.postimg.cc/zGrFT5YH/error.png)  |