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- #==============================================================================
- # +++ MOG - Battleback EX (v2.3) +++
- #==============================================================================
- # By Moghunter
- # https://atelierrgss.wordpress.com/
- #==============================================================================
- # Adiciona efeitos animados nos battlebacks e camadas infinitas.
- #==============================================================================
- # ● UTILIZAÇÃO
- #==============================================================================
- # Use os códigos abaixo através do comando chamar script.
- # NOTA - Os códigos podem ser usados no meio da batalha.
- #
- # bb(LAYER_ID ,EFFECT ,POWER A, POWER B , BLENDY_TYPE , SCREEN_Z, FADE_SPEED )
- #
- # TYPE = 0...4
- #
- # 0 = Efeito slide
- # 1 = Efeito wave
- # 2 = Normal
- # 3 = Battleback animado por frames.
- # 4 = Perspective (Battle Camera)
- #
- # POWER 1
- #
- # Velocidade de deslize na horizontal no efeito SLIDE.
- # Area de distorção no efeito WAVE. (de 0 a 20)
- #
- # POWER 2
- #
- # Velocidade de deslize na vertical no efeito SLIDE.
- # Velocidade de distorção do efeito WAVE.
- # Velocidade de animação no efeito 2.
- #
- # BLENDY_TYPE (Opcional)
- # Efeito de blendy de 0 a 2
- #
- # SCREEN_Z (Opcional)
- # Posição Z da camada. (Valores acima de 100 ficam acima dos battlers)
- #
- # FADE_SPEED Opcional (Opcional)
- # Velocidade de Fade. (0 = Desativar)
- #
- #
- # Exemplo.
- #
- # bb(1,1,20,20)
- #
- #==============================================================================
- # ● Cancelar o Efeito.
- #==============================================================================
- # Para cancelar o efeito use o código abaixo.
- #
- # bb_clear
- #
- #==============================================================================
- # Efeito de animação por frames. (Efeito tipo 3)
- #==============================================================================
- # Para ativar o efeito de animação por frames é necessário ter e nomear os
- # arquivos da seguinte forma.
- #
- # Picture_Name.png (A imagem que deve ser escolhida no comando do evento.)
- # Picture_Name0.png
- # Picture_Name1.png
- # Picture_Name2.png
- # Picture_Name3.png
- # Picture_Name4.png
- # ...
- #==============================================================================
- # DEFININDO MULTIPLAS CAMADAS (Acima de 2 camadas - Padrão)
- #==============================================================================
- # Para ativar camadas extras utilize o código abaixo.
- #
- # bb_name(LAYER_ID ,FILE_NAME)
- #
- # LAYER_ID = ID da Camada
- # FILE_NAME = Nome do arquivo
- #
- # Exemplo
- #
- #
- # bb_name(1,"BlueSky")
- # bb_name(2,"Fog_03")
- # bb_name(3,"Grassland_01B")
- # bb_name(4,"Fog_02")
- # ...
- #
- #==============================================================================
- # ● Histórico (Version History)
- #==============================================================================
- # v 2.3 - Adição do modo perspective.
- # v 2.2 - Compatibilidade com MOG Battle Camera.
- # v 2.1 - Melhoria no sistema de bitmap.
- # v 2.0 - Função do Battleback Animado por frames.
- #==============================================================================
- module MOG_BATTLEBACK_EX
- # Definição da posição Z do Battleback (Apenas para ajustes de compatibilidade)
- # É possível modificar o valor no meio do jogo usando o código abaixo.
- #
- # bb_screen_z(X)
- #
- SCREEN_Z = 0
- end
- $imported = {} if $imported.nil?
- $imported[:mog_battleback_ex] = true
- #==============================================================================
- # ■ Game Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :bb_fade_duration
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_bb_ex_initialize_temp initialize
- def initialize
- @bb_fade_duration = [0 , true]
- mog_bb_ex_initialize_temp
- end
- end
- #==============================================================================
- # ■ Game System
- #==============================================================================
- class Game_System
- attr_accessor :bb_data
- attr_accessor :bb_name
- attr_accessor :bb_screen_z
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_bb_ex_initialize initialize
- def initialize
- @bb_data = [] ; @bb_name = [] ; @bb_screen_z = MOG_BATTLEBACK_EX::SCREEN_Z
- mog_bb_ex_initialize
- end
- end
- #==============================================================================
- # ■ Spriteset Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_bb_ex_initialize initialize
- def initialize
- $game_temp.bb_fade_duration = [0,false] ; @back_sprite_ex = []
- @bba_bitmap = [] ; @bba_frames = [] ; @bb_data = []
- mog_bb_ex_initialize
- create_battleback_ex
- update
- end
- #--------------------------------------------------------------------------
- # ● Create Battkeback EX
- #--------------------------------------------------------------------------
- def create_battleback_ex
- $game_system.bb_name.each_with_index do |bb, index|
- create_bbex_sprite(bb, index) if bb != nil and !bb.empty?
- end
- end
- #--------------------------------------------------------------------------
- # ● Dispose
- #--------------------------------------------------------------------------
- alias mog_bb_exm_dispose dispose
- def dispose
- dispose_battleback_ex
- mog_bb_exm_dispose
- end
- #--------------------------------------------------------------------------
- # ● Dispose Batleback1
- #--------------------------------------------------------------------------
- alias mog_bb_ex_dispose_battleback1 dispose_battleback1
- def dispose_battleback1
- mog_bb_ex_dispose_battleback1
- dispose_battleback_ex ; dispose_sprites_a(0)
- end
- #--------------------------------------------------------------------------
- # ● Dispose Batleback2
- #--------------------------------------------------------------------------
- alias mog_bb_ex_dispose_battleback2 dispose_battleback2
- def dispose_battleback2
- mog_bb_ex_dispose_battleback2
- dispose_sprites_a(1)
- end
- #--------------------------------------------------------------------------
- # ● Dispose Battleback
- #--------------------------------------------------------------------------
- def dispose_battleback_ex
- return if @back_sprite_ex == nil
- @back_sprite_ex.compact.each_with_index {|sprite,index|
- sprite.bitmap.dispose rescue nil ; sprite.dispose; dispose_sprites_a(index)}
- end
- #--------------------------------------------------------------------------
- # ● Disposes Sprites A
- #--------------------------------------------------------------------------
- def dispose_sprites_a(type)
- @bba_bitmap[type].each {|sprite| sprite.dispose } if @bba_bitmap[type]
- @bba_bitmap[type] = nil
- end
- #--------------------------------------------------------------------------
- # ● Update
- #--------------------------------------------------------------------------
- alias mog_bb_ex_update update
- def update
- update_battleback_transition
- mog_bb_ex_update
- end
- #--------------------------------------------------------------------------
- # ● Update Battleback Transition
- #--------------------------------------------------------------------------
- def update_battleback_transition
- @back_sprite_ex.each_with_index {|sprite,index| update_battleback_ex(index,@back1_sprite.opacity) }
- return if $game_temp.bb_fade_duration[0] == 0
- if $game_temp.bb_fade_duration[1]
- $game_temp.bb_fade_duration = [0 , false] ; refresh_bb_ex
- @back1_sprite.opacity = 255 if @back1_sprite != nil
- end
- $game_temp.bb_fade_duration[0] -= 1
- case $game_temp.bb_fade_duration[0]
- when 129..300
- @back1_sprite.opacity -= 2 if @back1_sprite != nil
- when 1..128
- if $game_temp.bb_fade_duration[0] == 128
- refresh_bb_ex
- @back1_sprite.opacity = 0 if @back1_sprite != nil
- end
- @back1_sprite.opacity += 2 if @back1_sprite != nil
- else
- @back1_sprite.opacity = 255 if @back1_sprite != nil
- end
- @back2_sprite.opacity = @back1_sprite.opacity if @back2_sprite != nil
- end
- #--------------------------------------------------------------------------
- # ● Refresh Battleback EX
- #--------------------------------------------------------------------------
- def refresh_bb_ex
- dispose_battleback1 ; dispose_battleback2 ; dispose_battleback_ex
- create_battleback1 ; create_battleback2 ; create_battleback_ex
- end
- #--------------------------------------------------------------------------
- # ● Create_Battleback1
- #--------------------------------------------------------------------------
- def create_battleback1
- dispose_sprites_a(0) ; @bb_data[0] = [] if @bb_data[0] == nil
- $game_system.bb_data[0] = [] if $game_system.bb_data[0] == nil
- if !$game_system.bb_data[0].empty? ; create_bb1_ex ; return ; end
- c_normal_sprite(0)
- end
- #--------------------------------------------------------------------------
- # ● Create_battleback2
- #--------------------------------------------------------------------------
- def create_battleback2
- dispose_sprites_a(1) ; @bb_data[1] = [] if @bb_data[1] == nil
- $game_system.bb_data[1] = [] if $game_system.bb_data[1] == nil
- if !$game_system.bb_data[1].empty? ; create_bb2_ex ; return ; end
- c_normal_sprite(1)
- end
- #--------------------------------------------------------------------------
- # ● Dispose BB EX
- #--------------------------------------------------------------------------
- def dispose_bb_ex(type)
- sprite = set_current_battleback(type)
- return if sprite == nil
- sprite.bitmap.dispose rescue nil ; sprite.dispose ; sprite = nil
- dispose_sprites_a(type)
- end
- #--------------------------------------------------------------------------
- # ● Set Current Battleback
- #--------------------------------------------------------------------------
- def set_current_battleback(type)
- return @back1_sprite if type == 0
- return @back2_sprite if type == 1
- return @back_sprite_ex[type] if type >= 2
- end
- #--------------------------------------------------------------------------
- # ● Set Current BB Name
- #--------------------------------------------------------------------------
- def set_current_bb_name(type)
- return battleback1_name if type == 0
- return battleback2_name if type == 1
- return $game_system.bb_name[type] if type >= 2
- end
- #--------------------------------------------------------------------------
- # ● Set Current Bitmap
- #--------------------------------------------------------------------------
- def set_current_bitmap(type)
- return battleback1_bitmap if type == 0
- return battleback2_bitmap if type == 1
- if type >= 2
- if @back_sprite_ex[type].bitmap == nil
- return Cache.battleback2($game_system.bb_name[type])
- else
- return @back_sprite_ex[type].bitmap
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● Create BB 1 EX
- #--------------------------------------------------------------------------
- def create_bb1_ex
- clear_base_bb_ex(0)
- if set_current_bb_name(0) == nil ; c_normal_sprite(0) ; return ; end
- @bb_data1_oxy = [0,0]
- case $game_system.bb_data[0][0]
- when 0
- @back1_sprite = Plane.new(@viewport1)
- @back1_sprite.bitmap = battleback1_bitmap
- stretch_battleback(@back1_sprite) if $imported[:mog_battle_camera]
- when 1
- @back1_sprite = Sprite.new(@viewport1) ; set_bb_wave(0)
- center_sprite_wave(@back1_sprite,0)
- when 2
- @back1_sprite = Sprite.new(@viewport1)
- set_animated_bb(0,@back1_sprite, battleback1_bitmap,$game_system.bb_data[0][1])
- center_sprite(@back1_sprite)
- else ; c_normal_sprite(0)
- end
- @bb_data[0] = $game_system.bb_data[0] ; set_data_misc(0)
- @back1_sprite.z = $game_system.bb_screen_z + @bb_data[0][4]
- @back1_sprite.blend_type = @bb_data[0][3]
- if $imported[:mog_battle_camera]
- @bb_data1_oxy[0] = (@back1_sprite.bitmap.width - Graphics.width) / 2
- @bb_data1_oxy[1] = (@back1_sprite.bitmap.width - Graphics.width) / 2
- end
- end
- #--------------------------------------------------------------------------
- # ● Create BB 2 EX
- #--------------------------------------------------------------------------
- def create_bb2_ex
- clear_base_bb_ex(1)
- if set_current_bb_name(1) == nil ; c_normal_sprite(1) ; return ; end
- @bb_data2_oxy = [0,0]
- case $game_system.bb_data[1][0]
- when 0
- @back2_sprite = Plane.new(@viewport1)
- @back2_sprite.bitmap = battleback2_bitmap
- stretch_battleback(@back2_sprite) if $imported[:mog_battle_camera]
- when 1
- @back2_sprite = Sprite.new(@viewport1) ; set_bb_wave(1)
- center_sprite_wave(@back2_sprite,1)
- when 2
- @back2_sprite = Sprite.new(@viewport1)
- set_animated_bb(1,@back2_sprite,battleback2_bitmap,$game_system.bb_data[1][1])
- center_sprite(@back2_sprite)
- else ; c_normal_sprite(1)
- end
- @bb_data[1] = $game_system.bb_data[1] ; set_data_misc(1)
- @back2_sprite.z = 1 + $game_system.bb_screen_z + @bb_data[1][4]
- @back2_sprite.blend_type = @bb_data[1][3]
- if $imported[:mog_battle_camera]
- @bb_data2_oxy[0] = (@back2_sprite.bitmap.width - Graphics.width) / 2
- @bb_data2_oxy[1] = (@back2_sprite.bitmap.height - Graphics.width) / 2
- end
- end
- #--------------------------------------------------------------------------
- # ● Create BB EX Sprite
- #--------------------------------------------------------------------------
- def create_bbex_sprite(bb, index)
- @bb_data_oxy = [] if @bb_data_oxy == nil
- @bb_data[index] = [] if @bb_data[index] == nil
- @bb_data_oxy[index] = [0,0]
- $game_system.bb_data[index] = [] if $game_system.bb_data[index] == nil
- clear_base_bb_ex(index)
- case $game_system.bb_data[index][0]
- when 0
- @back_sprite_ex[index] = Plane.new(@viewport1)
- @back_sprite_ex[index].bitmap = Cache.battleback2($game_system.bb_name[index])
- stretch_battleback(@back_sprite_ex[index]) if $imported[:mog_battle_camera]
- when 1
- @back_sprite_ex[index] = Sprite.new(@viewport1)
- @back_sprite_ex[index].bitmap = Cache.battleback2($game_system.bb_name[index])
- set_bb_wave(index) ; center_sprite_wave(@back_sprite_ex[index],index)
- when 2
- @back_sprite_ex[index] = Sprite.new(@viewport1)
- set_animated_bb(index,@back_sprite_ex[index],set_current_battleback(index),$game_system.bb_data[index][1])
- center_sprite(@back_sprite_ex[index])
- else
- @back_sprite_ex[index] = Sprite.new(@viewport1)
- set_bitmap_background(@back_sprite_ex[index],index)
- end
- @bb_data[index] = $game_system.bb_data[index] ; set_data_misc(index)
- @back_sprite_ex[index].z = index + $game_system.bb_screen_z + @bb_data[index][4]
- @back_sprite_ex[index].blend_type = @bb_data[index][3]
- if $imported[:mog_battle_camera]
- @bb_data_oxy[index][0] = (@back_sprite_ex[index].bitmap.width - Graphics.width) / 2
- @bb_data_oxy[index][1] = (@back_sprite_ex[index].bitmap.height - Graphics.height) / 2
- end
- end
- #--------------------------------------------------------------------------
- # * Move Sprite to Screen Center
- #--------------------------------------------------------------------------
- def center_sprite_wave(sprite,index)
- sprite.ox = sprite.bitmap.width / 2
- sprite.oy = sprite.bitmap.height / 2
- sprite.x = Graphics.width / 2
- sprite.y = Graphics.height / 2
- end
- #--------------------------------------------------------------------------
- # ● Set Data Misc
- #--------------------------------------------------------------------------
- def set_data_misc(index)
- @bb_data[index][5] = 0
- @bb_data[index][6] = 0
- opm = @bb_data[index][10] > 0 ? @bb_data[index][10] : 1
- @bb_data[index][7] = 255 / opm
- @bb_data[index][8] = 0
- @bb_data[index][9] = 255
- end
- #--------------------------------------------------------------------------
- # ● C Normal Sprite
- #--------------------------------------------------------------------------
- def c_normal_sprite(type)
- @back1_sprite = Sprite.new(@viewport1) if type == 0
- @back2_sprite = Sprite.new(@viewport1) if type == 1
- sprite = type == 0 ? @back1_sprite : @back2_sprite
- set_bitmap_background(sprite,type)
- end
- #--------------------------------------------------------------------------
- # ● Set Bitmap Background
- #--------------------------------------------------------------------------
- def set_bitmap_background(sprite,type)
- sprite_bitmap = set_current_bitmap(type)
- bw = sprite_bitmap.width < Graphics.width ? Graphics.width : sprite_bitmap.width
- bh = sprite_bitmap.height < Graphics.height ? Graphics.height : sprite_bitmap.height
- sprite.bitmap = Bitmap.new(bw,bh)
- sprite.bitmap.stretch_blt(sprite.bitmap.rect, sprite_bitmap, sprite_bitmap.rect)
- sprite.z = type ; center_sprite(sprite)
- end
- #--------------------------------------------------------------------------
- # ● Clear Base BB EX
- #--------------------------------------------------------------------------
- def clear_base_bb_ex(type)
- if $game_system.bb_data[type] == nil or $game_system.bb_data[type].empty?
- $game_system.bb_data[type] = [0,0,0,0,0,0,0,0,0,0,0]
- end
- dispose_sprites_a(type)
- return if $game_system.bb_data[type] == nil or $game_system.bb_data[type].empty?
- $game_system.bb_data[type][0] = 0 if $game_system.bb_data[type][0] > 3
- $game_system.bb_data[type][1] = 0 if $game_system.bb_data[type][1] == nil
- $game_system.bb_data[type][2] = 0 if$game_system.bb_data[type][2] == nil
- end
- #--------------------------------------------------------------------------
- # ● Set bb Wave
- #--------------------------------------------------------------------------
- def set_bb_wave(type)
- bb_data = $game_system.bb_data[type]
- if $imported[:mog_battle_camera]
- range = range = (bb_data[1] + 1) * 5 ; range = 500 if range > 500
- rxy = [Graphics.width * camera_range / 100,Graphics.height * camera_range / 100]
- else
- range = (bb_data[1] + 1) * 5 ; range = 500 if range > 500
- rxy = [0,0]
- end
- speed = (bb_data[2] + 1) * 100 ; speed = 1000 if speed > 1000
- sprite = set_current_battleback(type)
- sprite_bitmap = set_current_bitmap(type)
- sprite.x = -range
- sprite.wave_amp = range
- sprite.wave_length = Graphics.width
- sprite.wave_speed = speed
- sprite.bitmap = Bitmap.new(Graphics.width + rxy[0] + (range * 2),Graphics.height + rxy[1])
- sprite.bitmap.stretch_blt(sprite.bitmap.rect, sprite_bitmap, sprite_bitmap.rect)
- end
- #--------------------------------------------------------------------------
- # ● Set Animated BB
- #--------------------------------------------------------------------------
- def set_animated_bb(type,sprite,sprite_bitmap,speed)
- @bba_bitmap[type] = [] ; @bba_frames[type] = [0,0,speed]
- for index in 0..999
- if type == 0
- @bba_bitmap[type].push(Cache.battleback1(set_current_bb_name(type) + index.to_s)) rescue nil
- else
- @bba_bitmap[type].push(Cache.battleback2(set_current_bb_name(type) + index.to_s)) rescue nil
- end
- break if @bba_bitmap[type][index] == nil
- end
- if @bba_bitmap[type].size <= 1
- @bba_bitmap[type] = nil ; @bba_frames[type] = nil
- sprite.bitmap = set_current_bitmap(type) ; return
- end
- refresh_bb_anime(type,sprite)
- end
- #--------------------------------------------------------------------------
- # ● Update Background An
- #--------------------------------------------------------------------------
- def update_background_an(type,sprite)
- return if @bba_frames[type] == nil
- @bba_frames[type][1] += 1
- refresh_bb_anime(type,sprite) if @bba_frames[type][1] >= @bba_frames[type][2]
- end
- #--------------------------------------------------------------------------
- # ● Refresh BB anime
- #--------------------------------------------------------------------------
- def refresh_bb_anime(type,sprite)
- sprite.bitmap = @bba_bitmap[type][@bba_frames[type][0]]
- @bba_frames[type][0] += 1 ; @bba_frames[type][1] = 0
- @bba_frames[type][0] = 0 if @bba_frames[type][0] >= @bba_bitmap[type].size
- end
- #--------------------------------------------------------------------------
- # ● Update BB Scroll
- #--------------------------------------------------------------------------
- def update_bb_scroll(index)
- @bb_data[index][5] += @bb_data[index][1]
- @bb_data[index][6] += @bb_data[index][2]
- @bb_data[index][5] = 0 if @bb_data[index][5] >= 99999999
- @bb_data[index][6] = 0 if @bb_data[index][6] >= 99999999
- end
- #--------------------------------------------------------------------------
- # ● Update Opacity EX
- #--------------------------------------------------------------------------
- def update_bb_opacity(index,sprite)
- @bb_data[index][6] += 1
- return if @bb_data[index][6] < @bb_data[index][5]
- @bb_data[index][6] = 0 ; @bb_data[index][8] += 1
- case @bb_data[index][8]
- when 0..@bb_data[index][10]
- @bb_data[index][9] -= @bb_data[index][7]
- when @bb_data[index][10]..(-1 + @bb_data[index][10] * 2)
- @bb_data[index][9] += @bb_data[index][7]
- else
- @bb_data[index][9] = 255 ; @bb_data[index][8] = 0
- end
- sprite.opacity = @bb_data[index][9]
- end
- #--------------------------------------------------------------------------
- # ● Update Battleback1
- #--------------------------------------------------------------------------
- def update_battleback1
- if !@bb_data[0].empty?
- case @bb_data[0][0]
- when 0
- update_bb_scroll(0)
- @back1_sprite.ox = @bb_data[0][5] + @bb_data1_oxy[0]
- @back1_sprite.oy = @bb_data[0][6] + @bb_data1_oxy[1]
- when 2 ; update_background_an(0,@back1_sprite)
- when 3 ; bb_camera_effect(@back1_sprite,0)
- else ; @back1_sprite.update
- end
- return
- end
- @back1_sprite.update
- end
- #--------------------------------------------------------------------------
- # ● Update Battleback2
- #--------------------------------------------------------------------------
- def update_battleback2
- if !@bb_data[1].empty?
- case @bb_data[1][0]
- when 0
- update_bb_scroll(1)
- @back2_sprite.ox = @bb_data[1][5] + @bb_data2_oxy[0]
- @back2_sprite.oy = @bb_data[1][6] + @bb_data1_oxy[1]
- when 2 ; update_background_an(1,@back2_sprite)
- when 3 ; bb_camera_effect(@back2_sprite,1)
- else ; @back2_sprite.update
- end
- return
- end
- @back2_sprite.update
- end
- #--------------------------------------------------------------------------
- # ● Update Battleback EX
- #--------------------------------------------------------------------------
- def update_battleback_ex(index,opacity)
- return if @back_sprite_ex[index].nil? or @back_sprite_ex[index].disposed?
- if @bb_data[index][10] > 0 and $game_temp.bb_fade_duration[0] == 0
- update_bb_opacity(index,@back_sprite_ex[index])
- else
- @back_sprite_ex[index].opacity = opacity if opacity != nil
- end
- if !@bb_data[index].empty?
- case @bb_data[index][0]
- when 0
- update_bb_scroll(index)
- @back_sprite_ex[index].ox = @bb_data[index][5] + @bb_data_oxy[index][0]
- @back_sprite_ex[index].oy = @bb_data[index][6] + @bb_data_oxy[index][1]
- when 2 ; update_background_an(index,@back_sprite_ex[index])
- when 3 ; bb_camera_effect(@back_sprite_ex[index],index)
- else ; @back_sprite_ex[index].update
- end
- return
- end
- @back_sprite_ex[index].update
- end
- #--------------------------------------------------------------------------
- # ● BB Camera Effect
- #--------------------------------------------------------------------------
- def bb_camera_effect(sprite,index)
- bx = [[@bb_data[index][1], 100].min, -100].max
- by = [[@bb_data[index][2], 100].min, -100].max
- vx = @viewport1.ox * bx / 100
- vy = @viewport1.oy * by / 100
- sprite.ox = (sprite.bitmap.width / 2) -@viewport1.ox + vx
- sprite.oy = (sprite.bitmap.height / 2) -@viewport1.oy + vy
- end
- end
- #==============================================================================
- # ■ Game Interpreter
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● BB
- #--------------------------------------------------------------------------
- def bb(id ,type = 0 , power = 0 , power2 = 0, blend_type = 0, screen_z = 0,a_fade = 0)
- return if id <= 0
- id -= 1 if [1,2].include?(id)
- $game_system.bb_data[id] = [] if $game_system.bb_data[id] == nil
- if (type == nil or type < 0) ; $game_system.bb_data[id].clear
- else ; $game_system.bb_data[id] = [type, power, power2,blend_type, screen_z,
- 0,0,0,0,0,a_fade]
- end
- $game_temp.bb_fade_duration[0] = 256 if SceneManager.scene_is?(Scene_Battle)
- end
- #--------------------------------------------------------------------------
- # ● BB Name
- #--------------------------------------------------------------------------
- def bb_name(id,name = "")
- if name == nil ; $game_system.bb_name[id].clear rescue nil ; return ; end
- return if id <= 0
- if [1,2].include?(id)
- $game_map.change_battleback_name(id,name) ; return
- end
- $game_system.bb_name[id] = name
- end
- #--------------------------------------------------------------------------
- # ● BB Clear
- #--------------------------------------------------------------------------
- def bb_clear
- $game_system.bb_data.clear
- $game_system.bb_name.clear
- end
- #--------------------------------------------------------------------------
- # ● BB Screen Z
- #--------------------------------------------------------------------------
- def bb_screen_z(value)
- $game_system.bb_screen_z = value
- end
- end
- #==============================================================================
- # ■ Game Map
- #==============================================================================
- class Game_Map
- #--------------------------------------------------------------------------
- # * Change Battle Background
- #--------------------------------------------------------------------------
- def change_battleback_name(type,battleback_name)
- @battleback1_name = battleback_name if type == 1
- @battleback2_name = battleback_name if type == 2
- $game_temp.bb_fade_duration = [256, false] if SceneManager.scene_is?(Scene_Battle)
- end
- #--------------------------------------------------------------------------
- # ● Change_Battleback
- #--------------------------------------------------------------------------
- alias mog_bbex_change_battleback change_battleback
- def change_battleback(battleback1_name, battleback2_name)
- mog_bbex_change_battleback(battleback1_name, battleback2_name)
- $game_temp.bb_fade_duration = [256, false] if SceneManager.scene_is?(Scene_Battle)
- end
- end
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