Mimi's Battleback Changer
#11
so theoretically i could just add more files that use the second value for more frames? i want to have water moving on one part, and wind blowing on another, but it wouldn't look right if they were both moving at the same speeds.
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#12
Ah, I understand now. I've replaced the grassland battleback in the titleset (even renamed the image Grassland90) and have successfully moved off of the default battleback. However, there is still no animation occurring - just sitting on the first frame. That's also a good note about the animation speed, I'd like to check it out first and perhaps i'll use different images down the road.

Thanks for your time,
bswi
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#13
@Kasper: You can only have one battleback showing at a time, though you did give an interesting idea of 2 (or more) battle backs running at different rates. The system only allows the use of one battleback at a time, and an animated battleback to have a maximum of 9 consecutive images.

@bswi13: Did you add the $game_system.bbg_type = 1 -or- $bbg_type = 1 command to the script code to your ghost's event code like I mentioned? The middle one just assumes 'no animation'. THAT command forces battlebacks to be animated.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#14
Just to clarify, do you mean adding that $game_system.bbg_type = 1 code to the ghost troops themselves? or do you mean changing all the "if $game_system.bbg_type" / "if $bbg_type " values in the Dispose & Frame Update sections from their default (3) to 1? Or do you mean adding $game_system.bbg_type = 1 to the global version of the script, in the Configuration section under the $bback_terrain hashes (around where the # Initial battlebackground type ( 0=default / 1=terrain / 2=event ) @bbg_type occurs in the instance version?) Like I've stated before, in my instance script the @bbg_type is already set to 1, but where should I insert that line you mentioned in the last page? Sorry about all the questions this is my first rpg and I'm still getting used to this.
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#15
@dervv- can you just make the number longer by making it two digits? instead of 09, make it 10?
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#16
@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:
Code:
# Set music to 'HERO'
$game_system.bgm_type = 1
# Set battlebackground to 'Terrain'
$game_system.bbg_type = 1
( :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:
Code:
# Choose Field Music
$game_system.bgm_type = 4
# Doesn't matter if lead hero is dead
$game_system.bgm_living = nil
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:
Code:
# Choose Field Music
$game_system.bgm_type = 4
# Set battlebackground to 'Animated'
$game_system.bbg_type = 1
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#17
So I set up an battle event on my map, and inserted the $game_system.bbg_type = 1 code before everything, but the result is still the unanimated first frame in the picture series. furthermore, is there any way to get the animated battlebacks to occur for random encounters? that is really what I have been trying to accomplish.
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#18
I've been posting that it is both $game_system.bbg_type = 1 and $bbg_type = 1 because there are two different versions, the @instance and $global versions. You said you're using the $global version, so your code would need $bbg_type.

(08-30-2014, 03:35 AM)DerVVulfman Wrote: @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.

So you'd be using $bbg_type = 1.

The script itself noted this:
Code:
#  USAGE:
#
#  This version uses global values used throughout the system.  As such, it has
#  two bonuses:   An easier to find config system at the top of the script, and
#  a slightly easier method to change the 'cries' in-game:
#
#  This script uses two global values:  $bbg_type and $bbg_event
#
#  $bbg_type    This value determines whether the backgound shown during combat
#               will be based on the default systems, based on the terrain tags
#               of your tileset, or based on the current events of your story.
#
#  $bbg_event   This value merely determines  what background is used IF you're
#               scripting out your game to show the  battle background based on
#               the events your hero encounters.
#

Now as to making it automatic so it occurs for EVERY battle rather than just events... EASY.

Make an event. Make it a parallel process event. Set up two commands to run in the event commands page on the right in the event window.

The first command is the script call of "$bbg_type = 1"
The second command is the 'Erase Event' command.

This version would re-run this event and re-enforce the bbg_type each time you return to this map. Preferably, I would use a switch after setting the bbg type and making a second page.... but this is the easiest manner.





EDIT:

I am now correcting myself as it has been a long time since I really revisited Mimi. And this is the part that is going to turn your stomach. And yeah, I did test this by merely disabling the instance version and re-enabling the global version in my demo. AND my RTAB demo which has Mimi also performs fine.

Animated battlebacks are an automatic system. That means, unless you set up your battleback system to use the field map or use a custom camera drive and pan system, you should have animated battlebacks automatically.

IF you set a battle to use the current map as the battle back (ie, you see the houses and trees and all that in the background) by setting the bbg_type to 3 ... the map will be the background and not a battleback, animated or otherwise.

IF you turned on the camera drive switch (setting either $game_system.camera_drive or $camera_drive to true), you should have a battleback that can be animated. Camera Drive is a cool setting so the backgrounds can zoom in and out, or pan around to make the battle appear to be on a 3Dish camera controlled environment... but it won't work with the animated battleback system.

Code:
#  Setting this switch to 'true' disables  the battleback animation system and
#  prevents it from crashing  when regular battlebacks  are called.   However,
#  camera zoom systems  cannot be used  in tandem with the  Map-For-Battleback
#  option.  To use Field Map Battlebacks,  you just can't use Camera Zooms and
#  have to keep it set to 'false'.

If you have either the bbg_type set to 3 or turned the camera drive on, you won't have an animated 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...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#19
After all this time....
BUMP
to Version 5.0!!!!

Along with Mimi's Battle Music and Dalissa's Battle Cry

All three are included within the same demo and have been massively upgraded with a new configuration system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


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