#============================================================================== # # BattleBack_Seasons v1.0 # by AdiktuzMiko # --- Date Created: 18/01/2013 # --- Last Date Updated: 18/01/2013 # --- Level: Easy # Requires: n/a # # Basically, this allows you to have different battlebacks in one map # depending on seasons. Take note that this doesn't work on Battle Test. # #============================================================================== #============================================================================== # Aliased methods: # # battleback1_bitmap, battleback2_bitmap (both belongs to Spriteset_Battle) #============================================================================== #============================================================================== # How To Install: # # Just put this anywhere before main and you're good to go. #============================================================================== #============================================================================== # Compatibility: # # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # # As for compatibility with other scripts, it's compatible with YEA scripts. # I don't know for other scripts though. Though I don't think it would be # incompatible with other scripts unless they overwrite the battleback creation # at the start too. # # I don't think that this is compatible with my BattleBack_EX script. # #============================================================================== #============================================================================== # How To Use: # # 1)Set the game variable that sets the season # 2)Create a battleback set at the BATTLEBACKSEASON_1 Hash, format is: # Key => [Season1,Season2 and so on...], # 3)Do the same for BATTLEBACKSEASON_2 Hash # *BATTLEBACKSEASON_1 = the set of BattleBack1 images # *BATTLEBACKSEASON_2 = the set of BattleBack2 images # 3)Set the battleback set to be used by maps via the SEASONMAP Hash, format is: # MapID => Key # # So now, if the value of the variable linked to SEASON_VAR is 1, it will use # the battleback for Season1 and so on #============================================================================== module BattleBack_Season SEASON_VAR = 16 BATTLEBACKSEASON_1 = { "Forest" => ["ForestWinter","ForestSpring","ForestSummer","ForestFall"], "Dirt" => ["DirtWinter","Dirt","Dirt","Dirt"], } #Do not remove BATTLEBACKSEASON_2 = { "Forest" => ["","","",""], "Dirt" => ["DirtWinter","Dirt","Dirt","Dirt"], } SEASONMAP = { 14 => "Forest", 15 => "Dirt", } end #BattleBack_Season #============================================================================== # Do not touch anything below this line unless you know what you are doing. #============================================================================== class Spriteset_Battle alias battleback1_bitmap_seasons battleback1_bitmap def battleback1_bitmap if $BTEST #without this it bugs during battle test battleback1_bitmap_seasons else season = BattleBack_Season::SEASONMAP[$game_map.map_id] if season != nil then Cache.battleback1(BattleBack_Season::BATTLEBACKSEASON_1[season][$game_variables[BattleBack_Season::SEASON_VAR] - 1]) elsif battleback1_name Cache.battleback1(battleback1_name) else create_blurry_background_bitmap end end end alias battleback2_bitmap_seasons battleback2_bitmap def battleback2_bitmap if $BTEST #without this it bugs during battle test battleback2_bitmap_seasons else season = BattleBack_Season::SEASONMAP[$game_map.map_id] if season != nil then Cache.battleback1(BattleBack_Season::BATTLEBACKSEASON_2[season][$game_variables[BattleBack_Season::SEASON_VAR] - 1]) elsif battleback2_name Cache.battleback2(battleback2_name) else create_blurry_background_bitmap end end end end #Spriteset_Battle