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- #===========================================================================
- # 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 : <name of battle back><anim no>
- # 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
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