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- #==============================================================================
- # Terrain Features
- # Version: 1.0.0
- # Author: modern algebra (rmrk.net)
- # Date: 3 February 2013
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Description:
- #
- # By default, the terrain tags in RMVX Ace are almost useless. This script
- # makes it so that you can give terrains a number of features, such as:
- # changing the rate of encounters; changing the chance for preemptive and
- # surprise attacks; changing the battleback; changing movement speed;
- # setting a footstep sound; and more. Read the Editable Region at line 100
- # for a full list.
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Instructions:
- #
- # Paste this script into its own slot in the Script Editor, above Main but
- # below Materials. If you are using my Boat/Ship Passability for Events
- # script, then this script should be BELOW that one in the Script Editor.
- #``````````````````````````````````````````````````````````````````````````````
- # Terrain Features:
- #
- # When it comes to the actual terrain features themselves, they are setup
- # in the Editable Region at line 100. Please review them there to get an idea
- # of what each does and how to set them up. In brief, however, the features
- # are:
- #
- # :battleback_1 :battleback_2 :encounter_rate
- # :preemptive_rate :surprise_rate :disable_dash
- # :walk_speed :boat_speed :ship_speed
- # :airship_speed :boat_passable :ship_passable
- # :airship_land_ok :walk_se :boat_se
- # :ship_se :airship_se :se_random_pitch
- # :common_event_id
- #``````````````````````````````````````````````````````````````````````````````
- # Substitute Terrains:
- #
- # Naturally, you setup terrain tags on your tileset directly, just as you do
- # ordinarily, and you access them through the Get Location Data event command
- # on the third page, just as you do ordinarily. Similarly, you are still
- # limited to 8 terrain tags per tilemap.
- #
- # The only thing this script adds on that front is the ability to substitute
- # some terrain tags for different tilemaps. Say, for instance, you have
- # configured your world map and, in the course of doing so, you have used all
- # 8 terrain tags. Now, you are making a cave map and you want to use new
- # terrain types. In that case, you can put the following code into the
- # notebox of the tilemap:
- #
- # \sub_terrain[id_1 = new_id_1; id_2 = new_id_2; ... id_n = new_id_n]
- #
- # where id_n and new_id_n are both integers. new_id_n will be substituted
- # wherever you set id_n. What this means in practice is that you can
- # reservice some of your other terrain tags in a new tilemap. Wherever you
- # set id_n as the terrain tag, it will instead be received as new_id_n.
- #
- # EXAMPLE:
- #
- # \sub_terrain[1 = 8; 2 = 9]
- #
- # In this tilemap, wherever you tag the terrain as 1, it will instead be 8,
- # and wherever you tag the terrain as 2, it will instead be 9. Thus, even
- # though 1 and 2 are being used, say for water tiles, you can give to
- # terrains 8 and 9 a number of different attributes, and the tiles tagged as
- # 1 or 2 in this tilemap will instead have the attributes of terrains 8 or 9.
- #==============================================================================
- $imported = {} unless $imported
- $imported[:"MA_TerrainFeatures 1.0.x"] = true
- #==============================================================================
- # *** Terrain Features
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # This is the configuration module for all terrain features
- #==============================================================================
- module MA_TerrainFeatures
- #==========================================================================
- # ** Data_TerrainFeature
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # A Struct that holds all relevant attributes of a terrain type
- #==========================================================================
- Data_Terrain = Struct.new(:battleback_1, :battleback_2, :encounter_rate,
- :preemptive_rate, :surprise_rate, :disable_dash, :walk_speed, :boat_speed,
- :ship_speed, :airship_speed, :boat_passable, :ship_passable,
- :airship_land_ok, :walk_se, :boat_se, :ship_se, :airship_se,
- :se_random_pitch, :common_event_id)
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Terrain Data
- # Initializes a Data_Terrain object for the specified terrain_id
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def self.terrain_data(terrain_id)
- t = Data_Terrain.new
- t.members.each { |feature| t[feature] = default_value_for(feature) }
- se = RPG::SE
- case terrain_id
- #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- # BEGIN Editable Region
- #````````````````````````````````````````````````````````````````````````
- # This is where you set the terrain features. The when x line identifies
- # which terrain tag's features you are editing. Each possible feature is
- # detailed below, and the number given next to it is its default value. If
- # you do not include that line in the setting, that is the value it will
- # have.
- #
- # when 0 # Terrain Tag: 0
- # t.encounter_rate = 100
- # This value is the percentage by which walking on this terrain
- # increases your encounter gauge. Note that bush terrains already
- # get a 200% boost in encounters, and this is multiplied to that.
- # t.preemptive_rate = 100
- # This value is the percentage by which walking on this terrain
- # increases the chance the party will get a preemptive strike.
- # t.surprise_rate = 100
- # This value is the percentage by which walking on this terrain
- # increases the chance the party will be ambushed.
- # t.battleback_1 = nil
- # This value overrides the default battleback 1 when on this
- # terrain. It should be a string, set to the filename of the graphic
- # you want to use. If nil, the normal battleback 1 is used.
- # t.battleback_2 = nil
- # Same as t.battleback_1, but for battleback 2.
- # t.disable_dash = false
- # If set to true, dash will be disabled on this terrain.
- # t.walk_speed = 0
- # This value is added to the walk speed of any character walking on
- # the tile. So, if this is -1, the player will be slowed down by one
- # setting when walking on this terrain.
- # t.boat_speed = 0
- # Same as t.walk_speed, but it applies to boats.
- # t.ship_speed = 0
- # Same as t.walk_speed, but it applies to ships.
- # t.airship_speed = 0
- # Same as t.walk_speed, but it applies to airships.
- # t.boat_passable = nil
- # If set to true or false, this overrides ordinary passability
- # settings and will make the tile passable if in a boat. If nil,
- # then the terrain has no effect on boat passability.
- # t.ship_passable = nil
- # Same as t.boat_passable, but it applies to ships.
- # t.airship_land_ok = nil
- # Same as t.boat_passable, but it applies to whether the airship can
- # land, not to passability.
- # t.walk_se = nil
- # The sound effect played when the player walks on this terrain. It
- # is set as:
- # t.walk_se = se.new("Filename", 80, 100)
- # Replace 80 with the desired volume and 100 with desired pitch.
- # When nil, no SE is played.
- # t.boat_se = nil
- # Same as t.walk_se, but applies when crossing terrain in boat
- # t.ship_se = nil
- # Same as t.walk_se, but applies when crossing terrain in ship
- # t.airship_se = nil
- # Same as t.walk_se, but applies when crossing terrain in airship
- # t.se_random_pitch = nil
- # This value lets you set a range to randomize the pitch of the se
- # played when crossing the terrain. It is set as:
- # t.se_random_pitch = 70..125
- # Replace 70 with the lowest pitch you want and replace 125 with the
- # highest pitch in the range. If nil, the pitch will not be
- # randomized
- # t.common_event_id = 0
- # This is the ID of a common event that is called every time the
- # player accesses this terrain. Any common event called in this
- # way should never require more than 1 frame to execute fully.
- #````````````````````````````````````````````````````````````````````````
- # EXAMPLE 1:
- #
- # when 4 # Terrain Tag: 4
- # t.encounter_rate = 150
- # t.surprise_rate = 200
- # t.battleback_1 = "DirtField"
- # t.battleback_2 = "Forest2"
- # t.disable_dash = true
- # t.walk_speed = -1
- # t.airship_land_ok = false
- #
- # Whenever the player was walking on terrain tagged as 4:
- # Enemy encounters would occur one and a half times more frequently
- # Enemies are twice as likely to get a surprise attack
- # The battlefield will be "DirtField" & "Forest2"
- # The player would be unable to dash
- # The player's movement speed would be reduced by 1
- # Airships cannot land on this terrain.
- #````````````````````````````````````````````````````````````````````````
- # EXAMPLE 2:
- #
- # when 7 # Terrain Tag: 7
- # t.encounter_rate = 0
- # t.walk_se = se.new("Knock", 60)
- # t.se_random_pitch = 80..120
- #
- # Whenever the player was walking on terrain tagged as 7:
- # There would not be any enemy encounters
- # Each step, the "Knock" SE plays at 60 volume and a pitch between 80-120
- #````````````````````````````````````````````````````````````````````````
- # If you need more than terrain tags 0-7, just add a new when line for
- # each new ID and configure it as you do the rest.
- #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- when 0 # Terrain Tag: 0 - Regular
- when 1 # Terrain Tag: 1 -
- when 2 # Terrain Tag: 2 -
- when 3 # Terrain Tag: 3 -
- when 4 # Terrain Tag: 4 -
- when 5 # Terrain Tag: 5 -
- when 6 # Terrain Tag: 6 -
- when 7 # Terrain Tag: 7 -
- #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- # END Editable Region
- #////////////////////////////////////////////////////////////////////////
- end
- t
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Set Default values for features
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def self.default_value_for(feature)
- # Default Values
- case feature
- when :encounter_rate then 100
- when :preemptive_rate then 100
- when :surprise_rate then 100
- when :disable_dash then false
- when :walk_speed then 0
- when :boat_speed then 0
- when :ship_speed then 0
- when :airship_speed then 0
- when :common_event_id then 0
- else nil # Everything else
- end
- end
- #============================================================================
- # *** Array_DataTerrains
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # This mixes in to the $data_ma_terrains array
- #============================================================================
- module Array_DataTerrains
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Get Terrain (lazy instantiation)
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def [](terrain_id)
- result = super(terrain_id)
- if !result
- result = MA_TerrainFeatures.terrain_data(terrain_id)
- self[terrain_id] = result
- end
- result
- end
- end
- end
- #==============================================================================
- # *** DataManager
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased method - self.load_database
- #==============================================================================
- class << DataManager
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Load Normal/Battle Test Database
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [:load_normal_database, :load_battle_test_database].each { |method|
- alias_method(:"matf_#{method}_9xa4", method)
- define_method(method) do |*args|
- send(:"matf_#{method}_9xa4", *args)
- $data_ma_terrains = [].extend(MA_TerrainFeatures::Array_DataTerrains)
- end
- }
- end
- #==============================================================================
- # ** Game_Map
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased methods - setup; terrain_tag; disable_dash?; boat_passable?;
- # ship_passable?; airship_land_ok?
- # new method - matf_create_substitute_terrains; matf_airship_passable?
- #==============================================================================
- class Game_Map
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Setup
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_setp_4oz6 setup
- def setup(*args)
- matf_setp_4oz6(*args) # Call original method
- matf_create_substitute_terrains
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Create Substitute Terrains
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def matf_create_substitute_terrains
- @matf_sub_terrains = [0, 1, 2, 3, 4, 5, 6, 7]
- subs = tileset.note.scan(/\\SUB_TERRAINS?\[(.*?)\]/im).flatten.join(';')
- subs.scan(/(\d+)[\s=>,]+(\d+)/).each { |a,b| @matf_sub_terrains[a.to_i] = b.to_i }
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Terrain Tag
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_terrtag_5io7 terrain_tag
- def terrain_tag(*args)
- @matf_sub_terrains[matf_terrtag_5io7(*args)] # Call original method
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Check if Dashing
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_disabldsh_8hb5 disable_dash?
- def disable_dash?(*args)
- matf_disabldsh_8hb5(*args) || $data_ma_terrains[$game_player.terrain_tag].disable_dash
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Determine if Passable by Boat/Ship or Airship Can Land
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [:boat_passable, :ship_passable, :airship_land_ok].each { |method|
- alias_method(:"matf_check#{method}_3um9", :"#{method}?")
- define_method(:"#{method}?") do |x, y, *args|
- pass = $data_ma_terrains[terrain_tag(x, y)][method]
- pass == !!pass ? pass : send(:"matf_check#{method}_3um9", x, y, *args)
- end
- }
- end
- #==============================================================================
- # ** Game_CharacterBase
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased method - real_move_speed
- # new method - terrain_speed_modifier
- #==============================================================================
- class Game_CharacterBase
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Get Move Speed
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_realmvspeed_4wm3 real_move_speed
- def real_move_speed(*args)
- spd = matf_realmvspeed_4wm3(*args) + terrain_speed_modifier
- spd > 0 ? spd : 1
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Terrain Speed Modifier
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def terrain_speed_modifier
- $data_ma_terrains[terrain_tag].walk_speed
- end
- end
- if $imported[:MA_BoatShipPassability] # Compatibility with Boat/Ship Passability
- #============================================================================
- # ** Game_Event
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # overwritten supermethod - terrain_speed_modifier
- #============================================================================
- class Game_Event
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Terrain Speed Modifier
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def terrain_speed_modifier
- case @mabspe_passability
- when :boat then $data_ma_terrains[terrain_tag].boat_speed # Boat
- when :ship then $data_ma_terrains[terrain_tag].ship_speed # Ship
- else super # Walk
- end
- end
- end
- end
- #==============================================================================
- # ** Game_Player
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased method - encounter_progress_value; increase_steps
- # overwritten supermethod - terrain_speed_modifier
- #==============================================================================
- class Game_Player
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Get Encounter Progress Value
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_encountprgrssval_5rz3 encounter_progress_value
- def encounter_progress_value(*args)
- value = matf_encountprgrssval_5rz3(*args) # Call Original Method
- value * ($data_ma_terrains[$game_player.terrain_tag].encounter_rate / 100.0)
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Increase Steps
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_incstps_1ok6 increase_steps
- def increase_steps(*args)
- matf_incstps_1ok6(*args) # Call Original Method
- terrain = $data_ma_terrains[terrain_tag]
- $game_temp.reserve_common_event(terrain.common_event_id) if terrain.common_event_id > 0
- matf_play_move_se
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Play Move SE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def matf_play_move_se
- terrain = $data_ma_terrains[terrain_tag]
- # Select SE depending on vehicle
- se = case @vehicle_type
- when :boat, :ship, :airship, :walk then terrain[:"#{@vehicle_type}_se"]
- else nil # Don't do it as above just in case new vehicle types
- end
- # Play SE if it exists
- if se
- rand_p = terrain.se_random_pitch
- se.pitch = (rand_p.first + rand(rand_p.last - rand_p.first)) if rand_p
- se.play
- end
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Terrain Speed Modifier
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- def terrain_speed_modifier
- case @vehicle_type
- when :boat then $data_ma_terrains[terrain_tag].boat_speed # Boat
- when :ship then $data_ma_terrains[terrain_tag].ship_speed # Ship
- when :airship then $data_ma_terrains[terrain_tag].airship_speed # Airship
- else super # Walk
- end
- end
- end
- #==============================================================================
- # ** Game_Party
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased methods - rate_preemptive; rate_surprise
- #==============================================================================
- class Game_Party
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Calculate Probability of Preemptive Attack
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_ratepreempt_3jn6 rate_preemptive
- def rate_preemptive(*args)
- terrain_per = $data_ma_terrains[$game_player.terrain_tag].preemptive_rate
- matf_ratepreempt_3jn6(*args) * (terrain_per / 100.0)
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Calculate Probability of Surprise
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_ratsurprise_5kv2 rate_surprise
- def rate_surprise(*args)
- terrain_per = $data_ma_terrains[$game_player.terrain_tag].surprise_rate
- matf_ratsurprise_5kv2(*args) * (terrain_per / 100.0)
- end
- end
- #==============================================================================
- # ** Spriteset_Battle
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased methods - battleback1_name; battleback2_name
- #==============================================================================
- class Spriteset_Battle
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Get Filename of Battle Background (Floor)
- # Whether on overworld or not, check if terrain has an overriding
- # battleback and use if it does. Ignore during Battle Test
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_bb1nm_2ob6 battleback1_name
- def battleback1_name(*args)
- bb1 = $BTEST ? nil : $data_ma_terrains[$game_player.terrain_tag].battleback_1
- bb1 ? bb1 : matf_bb1nm_2ob6(*args) # Call Original Method
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Get Filename of Battle Background (Wall)
- # Whether on overworld or not, check if terrain has an overriding
- # battleback and use if it does. Ignore during Battle Test
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias matf_bback2name_5vx4 battleback2_name
- def battleback2_name(*args)
- bb2 = $BTEST ? nil : $data_ma_terrains[$game_player.terrain_tag].battleback_2
- bb2 ? bb2 : matf_bback2name_5vx4(*args) # Call Original Method
- end
- end
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