EarthBound Backgrounds
Version: 2
Author: ahref,modified from battle backgrounds by Synthesize
Date: 19/2/10
Version History
- <Version 1> Initial release
- <Version 1.5> 2 Layers now supported
- <Version 2> Unlimited Layers, X and Y Customization
Planned Future Versions
Support for animations
Description
This script takes the core from Battle Backgrounds and modifies a few things. The picture is determined by the group/troop id and the abstract wavey pattern can be controlled. This is intended to recreate the backgrounds found in earthbound.
NEW: You can now Specify unlimited layers of backgrounds
Features
- Controlable waveness
- Unlimited Layers
Screenshots
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2Ftest1.png&hash=2d42641c871aa62e33a22537a985e726bb73deca)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2F2layerstransparency.png&hash=c75c260114b12b5bf28082b1284e9650eae45e27)
Instructions
Place your battle backgrounds in the 'Pictures' folder (Graphics/Pictures) and see the script for details about using it.
Script
#===============================================================================
# Earthbound Backgrounds - RMVX
#===============================================================================
# Written by Synthesize
# February 19, 2010
# Version 2
# Modified by ahref
#===============================================================================
module SynBattleB
#-----------------------------------------------------------------------------
# Place your battle backgrounds in the 'Pictures' folder (Graphics/Pictures)
# Format = <group id> => Array of Backgrounds, See Below For examples
#
# Items in the array: [ImageName,Wave Amp, Wave Length, Wave Speed, x pos, y pos
# Note: 0 in the wave varibles means the background wont move :D.
#
# BIGGER NOTE: the previous array you set up for your backgrounds will
# no longer work please retype it :(
#-----------------------------------------------------------------------------
Battle_background =
{
#Examples
# 1 => [["bg1",60,240,120,-80,0]] 1 Background
# 2 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]] 2 Backgrounds
# 3 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0],["bg3", 0, 0, 0,-80,0],["bg4", 0, 0, 0,-80,0]] 4 Backgrounds
# n => [["bg1",60,240,120,-80,0],...,["bgn",60,240,120,-80,0] ]
1 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]]
}
#-------------------------------------------------------------------------------
# Create the battlefloor?
#-------------------------------------------------------------------------------
Create_battlefloor = false
end
#-------------------------------------------------------------------------------
# Spriteset_Battle
#-------------------------------------------------------------------------------
class Spriteset_Battle
alias syn_create_battlefloor create_battlefloor
#-------------------------------------------------------------------------------
# Create Battleback
#-------------------------------------------------------------------------------
def create_battleback
@battlebacks = Array.new
background = SynBattleB::Battle_background[$game_troop.troop.id]
background.each do |b|
@battlebacks << Sprite.new(@viewport1)
@battlebacks.last.bitmap = Cache.picture(b[0])
@battlebacks.last.wave_amp = b[1]
@battlebacks.last.wave_length = b[2]
@battlebacks.last.wave_speed = b[3]
@battlebacks.last.x = b[4]
@battlebacks.last.y = b[5]
end
end
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
syn_create_battlefloor if SynBattleB::Create_battlefloor == true
end
#-----------------------------------------------------------------------------
# * Dispose of Battleback Bitmap
#-----------------------------------------------------------------------------
def dispose_battleback_bitmap
@battlebacks.each do |b|
b.bitmap.dispose
end
end
#-----------------------------------------------------------------------------
# * Dispose of Battleback Sprite
#-----------------------------------------------------------------------------
def dispose_battleback
@battlebacks.each do |b|
b.dispose
end
end
#-----------------------------------------------------------------------------
# * Update Battleback
#-----------------------------------------------------------------------------
def update_battleback
@battlebacks.each do |b|
b.update
end
end
end
#===============================================================================
# Written by Synthesize
# February 19, 2010
# Version 2
# Modified by ahref
#===============================================================================
# Earthbound Backgrounds - RMVX
#===============================================================================
Credit
Support
IM ME!
Author's Notes
Made for arrow during GIAWVX :D
Synthesize for whatever reason if you dont want this to be here PM me :D
EPIC NECROPOST UPDATE OF AWESOME
fix for arrows problem(i hope):
replace lines 62-88 with
#-----------------------------------------------------------------------------
# * Dispose of Battleback Bitmap
#-----------------------------------------------------------------------------
def dispose_battleback_bitmap
@battleback_sprite.bitmap.dispose
if @battleback_sprite2
@battleback_sprite2.bitmap.dispose
end
end
#-----------------------------------------------------------------------------
# * Dispose of Battleback Sprite
#-----------------------------------------------------------------------------
def dispose_battleback
@battleback_sprite.dispose
if @battleback_sprite2
@battleback_sprite2.dispose
end
end
#-----------------------------------------------------------------------------
# * Update Battleback
#-----------------------------------------------------------------------------
def update_battleback
@battleback_sprite.update
if @battleback_sprite2
@battleback_sprite2.update
end
end
[/s]
above fix was not the fix :D
You probably have to set a background for that troop. See here:
1 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]]
That sets it for troop 1. You'll need to set ones for Troop 2, 3, etc..., like:
1 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]],
2 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]],
3 => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]],
...
n => [["bg1",60,240,120,-80,0],["bg2", 0, 0, 0,-80,0]]
If I had to guess, the reason you are getting a syntax error when you try to add lines is because you aren't putting commas.