I think he means linking to a map as if it were an ABS, and then teleporting back to the original map with the same co-ordinates and everything.
Edit: Cooked this up in a few minutes -
# NOTE: This script REQUIRES my Tilemap to Bitmap script, which can be found
# here:
#
# http://pastebin.com/raw.php?i=Jmqcn5rq
#
#===============================================================================
# Map to Battleback
#-------------------------------------------------------------------------------
# Version: 1.0
# Author: cozziekuns (rmrk)
# Last Date Updated: 10/6/2011
#===============================================================================
# Description:
#-------------------------------------------------------------------------------
# A tool which allows you to directly use tilemaps as battlebacks. Does not
# support parallax mapping as of yet, and requires Cozziekuns' Tilemap to Bitmap
# script.
#===============================================================================
# Updates
# ------------------------------------------------------------------------------
# o 10/6/2011 - Started Script.
#===============================================================================
# To-do List
#-------------------------------------------------------------------------------
# o Nothing. Post some ideas.
#===============================================================================
# Instructions
#-------------------------------------------------------------------------------
# Copy and paste this script above Main Process but below Materials. The modules
# should be changed following these instructions:
#
# o MANUAL_TRIGGER: The switch id to set to true if you want to manually change
# the map id of the battle taking place.
#
# o MANUAL_VARIABLE_ID: The variable id of the map_id you want the battle to
# take place. Will only be used when the Manual Trigger
# switch is set to on.
#
# o DEFAULT_MAP_IDS: The map id you want to use as a battleback when on a
# certain map id. For example, if I wanted to use the
# map with id of 4 as my battleback, and I wanted it to be my
# battleback whenever I was on the map with the id of 2, then
# I would add into the hash: 2 => 4.
# Syntax: DEFAULT_MAP_IDS ={
# map_id => battleback_map_id,
# map_id => battleback_map_id,
# ...
# }
#
# o USE_REGULAR_BLUR: Do you want your map to be blurred? Set to true if so,
# otherwise set to false.
#
# o USE_RADIAL_BLUR: Do you want your map to have the default radial blur? Set
# to true if so, otherwise set to false.
#
# o STRETCH_BACKGROUND: Do you want to stretch the background? Set to true if
# so, otherwise set to false.
#
# o STRETCH_BACKGROUND_WIDTH: How wide do you want the background to be. The
# value is only used if STRETCH_BACKGROUND is set to
# true.
#
# o STRETCH_BACKGROUND_HEIGHT: How tall do you want the background to be. The
# value is only used if STRETCH_BACKGROUND is set
# to true.
#===============================================================================
module COZZIEKUNS
module REVBB
MANUAL_TRIGGER = 5
MANUAL_VARIABLE_ID = 6
DEFAULT_MAP_IDS ={
1 => 2,
}
USE_REGULAR_BLUR = false
USE_RADIAL_BLUR = false
STRETCH_BACKGROUND = false
STRETCH_BACKGROUND_WIDTH = 640
STRETCH_BACKGROUND_HEIGHT = 480
end
end
if Game_System.instance_methods.include?("tilemap_to_bitmap")
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
alias coz_infinate_revbb_scm_terminate terminate
def terminate
coz_infinate_revbb_scm_terminate
if $scene.is_a?(Scene_Battle)
id = COZZIEKUNS::REVBB::MANUAL_TRIGGER
manual_id = COZZIEKUNS::REVBB::MANUAL_VARIABLE_ID
default_map = COZZIEKUNS::REVBB::DEFAULT_MAP_IDS[$game_map.map_id]
map_id = $game_switches[id] ? $game_variables[manual_id] : default_map
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = $game_system.tilemap_to_bitmap(map_id)
$game_temp.background_bitmap.blur if COZZIEKUNS::REVBB::USE_REGULAR_BLUR
end
end
end
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
if not COZZIEKUNS::REVBB::USE_RADIAL_BLUR
def create_battleback
if COZZIEKUNS::REVBB::STRETCH_BACKGROUND
width = COZZIEKUNS::REVBB::BACKGROUND_WIDTH
height = COZZIEKUNS::REVBB::BACKGROUND_HEIGHT
source = $game_temp.background_bitmap
bitmap = Bitmap.new(width, height)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
else
bitmap = $game_temp.background_bitmap
end
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = bitmap
@battleback_sprite.ox = bitmap.width / 2
@battleback_sprite.oy = bitmap.height / 2
@battleback_sprite.x = 272
@battleback_sprite.y = 208
end
end
end
else
p "This script requires Cozziekuns Tilemap to Bitmap Converter."
exit
end
It requires my
Tilemap to Bitmap converter. Tell me if that wasn't what you wanted.