12-27-2010, 02:03 PM
Azor_BackTag
Version: 1.5
Creator: AzorMachine
Version: 1.5
Creator: AzorMachine
Description
With this script, if the battle starts when the player is above a tile with a Terrain Tag diferent than 0, the battle background will be modified. Perfect for World Maps. If someone have suggestions, or critiques, please post here :)
Instructions
Just paste it above Main and configure the module AzMa.
The array BACK manages the backgrounds the Terrain Tags will assume, and the array MAPAS manages the maps that will have the script active.
Script
Code:
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
# ■ Azor_BackTag
# Version 1.5
# 2009-01-08 (January)
#
#---------------------------------------------------------------
# If the battle starts when the player is above
# a tile with a Terrain Tag diferent than 0,
# the battle background will be modified to the
# ones in the Module AzMa.
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#
# CONFIGURATION
#--------------------------\
module AzMa
BACK = ["002-Woods01", # Terrain Tag 1
"002-Woods01", # Terrain Tag 2
"002-Woods01", # Terrain Tag 3
"002-Woods01", # Terrain Tag 4
"002-Woods01", # Terrain Tag 5
"002-Woods01", # Terrain Tag 6
"002-Woods01"] # Terrain Tag 7
MAPAS = [1] #ID of the maps that will have the script active
end
# CONFIGURATION'S END
#--------------------------\
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# Esta classe processa a tela de Mapa
#==============================================================================
class Scene_Map
alias terrain_back_update update
alias terrain_back_initialize initialize
def initialize
$t_back = 0
terrain_back_initialize
end
def update
character = $game_player
case character.direction
when 2
lx = character.x
ly = character.y
when 4
lx = character.x
ly = character.y
when 6
lx = character.x
ly = character.y
when 8
lx = character.x
ly = character.y
end
$t_back = $game_map.terrain_tag(lx,ly)
terrain_back_update
end
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# Esta classe engloba todos os sprites da tela, Tilesets, Heróis, etc
# Esta classe está inserida na classe Scene_Map.
#==============================================================================
class Spriteset_Battle
def update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
if $t_back != 0
if AzMa::BACK[$t_back - 1] != ""
for i in 0... AzMa::MAPAS.size
if AzMa::MAPAS[i] == $game_map.map_id
@battleback_name = AzMa::BACK[$t_back - 1]
end
end
else
@battleback_name = $game_temp.battleback_name
end
else
@battleback_name = $game_temp.battleback_name
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 320)
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end