#=========================================================================== # Animated Battlebacks (VX) # by jmoresca # July 18,2009 # # Ported to RMVXA # by DrDhoom # May 20, 2013 #=========================================================================== # # How to use: # Just configure the AnimBB module # # FAQ's # How to set the Animated Battlebacks? # Save your set of images like this : # Example: # if you have a BattleBack named "sample_bb" then # image set will be: sample_bb1, sample_bb2, sample_bb3 # # How to set Animation Speed? # edit FRAMES_PER_UPDATE or you can specify a battleback on UPDATE_PER_BB # #============================================================================ module AnimBB FRAMES_PER_UPDATE = 20 #Adjust the speed here. [The lower the faster] UPDATE_PER_BB = {"Clouds"=>40,"desert_0"=>22, "mansion_0"=>6, "gate_0"=>12} #Speed for specific background end class Spriteset_Battle include AnimBB def update_battleback1 if battleback1_name @updateBB1_no = @updateBB1_no + 1 if @count1 != 0 if UPDATE_PER_BB.include?(@originalBB1) if UPDATE_PER_BB[@originalBB1] == @updateBB1_no @updateBB1_no = 0 @frame_no1 = @frame_no1 + 1 if @frame_no1 > @count1 @back1_sprite.bitmap = Cache.battleback1(@originalBB1) @frame_no1 = 0 else @back1_sprite.bitmap = Cache.battleback1(@originalBB1 + (@frame_no1).to_s) end end else if @updateBB1_no == FRAMES_PER_UPDATE @updateBB1_no = 0 @frame_no1 = @frame_no1 + 1 if @frame_no1 > @count1 @back1_sprite.bitmap = Cache.battleback1(@originalBB1) @frame_no1 = 0 else @back1_sprite.bitmap = Cache.battleback1(@originalBB1 + (@frame_no1).to_s) end end end else @updateBB1_no = 0 end @back1_sprite.update else @back1_sprite.update end end def update_battleback2 if battleback2_name @updateBB2_no = @updateBB2_no + 1 if @count2 != 0 if UPDATE_PER_BB.include?(@originalBB2) if UPDATE_PER_BB[@originalBB2] == @updateBB2_no @updateBB2_no = 0 @frame_no2 = @frame_no2 + 1 if @frame_no2 > @count2 @back2_sprite.bitmap = Cache.battleback2(@originalBB2) @frame_no2 = 0 else @back2_sprite.bitmap = Cache.battleback2(@originalBB2 + (@frame_no2).to_s) end end else if @updateBB2_no == FRAMES_PER_UPDATE @updateBB2_no = 0 @frame_no2 = @frame_no2 + 1 if @frame_no2 > @count2 @back2_sprite.bitmap = Cache.battleback2(@originalBB2) @frame_no2 = 0 else @back2_sprite.bitmap = Cache.battleback2(@originalBB2 + (@frame_no2).to_s) end end end else @updateBB2_no = 0 end @back2_sprite.update else @back2_sprite.update end end def create_battleback1 if battleback1_name @originalBB1 = battleback1_name @count1 = 0 @updateBB1_no = 0 @frame_no1 = 0 loop do begin @count1 += 1 sample = Cache.battleback1(@originalBB1 + @count1.to_s) rescue @count1 -= 1 break end end end @back1_sprite = Sprite.new(@viewport1) @back1_sprite.bitmap = battleback1_bitmap @back1_sprite.z = 0 center_sprite(@back1_sprite) end def create_battleback2 if battleback2_name @originalBB2 = battleback2_name @count2 = 0 @updateBB2_no = 0 @frame_no2 = 0 loop do begin @count2 = @count2 + 1 sample = Cache.battleback2(@originalBB2 + @count2.to_s) rescue @count2 = @count2 - 1 break end end end @back2_sprite = Sprite.new(@viewport1) @back2_sprite.bitmap = battleback2_bitmap @back2_sprite.z = 0 center_sprite(@back2_sprite) end end