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 backgroundsFeatures
- Controlable waveness
- Unlimited Layers
Screenshots
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2Ftest1.png&hash=40440dd66c8ae26e468707356d12eacbee271891)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.photobucket.com%2Falbums%2Fc69%2Fiframe%2F2layerstransparency.png&hash=3da2436b410194b5554f2b055ef1521a1d934631)
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
looks nice ahref ;D
Updated
Additional praise is required!
YOU ARE 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
ahref your fix now works perfectly. I owe you hugely.
Hey dude, i like our Script and i finally figured out how to use it, but i'd like to know how do you set multiple backgrounds for multiple enemy troops?
Do you copy and paste the line under the original and edit the info? or do u copy and paste the whole thing again?...
Im confused...
EPIC NECROPOST,
Script MAJORLY updated.
AWESOME!
Can't wait for the Animation update!
I'm having SERIOUS problems with this script. With it installed, the game crashes with a "nil class" error if I encounter a troop other than troop 1. If I add a new line to the script, like you said to, the game won't even start due to a syntax error on that one line! What am I doing wrong? What can I do? The script is far from informative...
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.
Thanks! I can't believe I missed something so simple! I knew I was missing something blindingly obvious, but I just had no idea!
can make this just going up or down without Wave
here vid what a abort
go to 0:22
http://www.youtube.com/watch?v=VOLpsM5RC4w
go to 3:10:
http://www.youtube.com/watch?v=d8LjfTtW2qQ
just a Bonus
http://www.youtube.com/watch?v=ycUJzkyhuIU
http://www.youtube.com/watch?v=COBSIhmxwJ8