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> short question about battle backgrunds
kuramoto
post Aug 26 2012, 10:23 AM
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Hey all.

I wanted to ask if there is a way of complete removing the battle background so you would see your map you're traveling on instead.
Would such be even possible?

Thanks in advance ^^
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Shaddow
post Aug 26 2012, 11:56 AM
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There is actually a script for that, from Yanfly and such. It's called the Yanfly snapshot battle background, it can be found on the yanfly site, not sure if it's actually located on RRR though.

It's pretty simple plug and play, it just takes a snapshot of the screen before the battle and you fight there, looks pretty nice.


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X-M-O
post Aug 26 2012, 12:03 PM
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I think you mean this one?
http://yanflychannel.wordpress.com/rmvxa/f...on-battlebacks/


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Shaddow
post Aug 26 2012, 12:10 PM
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Yep! Thanks for that!


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kuramoto
post Aug 27 2012, 09:01 AM
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Is the script in the link really that snapshot one mentioned?
if yes, then i seem to be too stupid for getting it to work ^^"
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Shaddow
post Aug 27 2012, 09:19 AM
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biggrin.gif Oops, that's not the one I mentioned, but it's a good one. This is the actual snapshot battle back:

YEM Snapshot Battleback
CODE
#===============================================================================
#
# Yanfly Engine Melody - Snapshot Battle Back
# Last Date Updated: 2010.04.16
# Level: Easy
#
# For a quick and easy way of getting a map-related backdrop without that
# cheesy radial blur that RPG Maker VX comes with, why not just use a snapshot
# of whatever map you're currently on instead? This script removes the radial
# blur and throws in a slightly zoomed snapshot of the current map without any
# events hindering it.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.04.16 - Started and Finished Script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Works With: Anything that doesn't modify battlebacks.
#===============================================================================

$imported = {} if $imported == nil
$imported["SnapshotBattleBack"] = true

module YEM
  module SNAP_BATTLE_BACK
    
    # These two values adjust the width and height of the zoomed in background
    # snapshot. To disallow zooming, just set the values to 544 and 416 or
    # whatever resolution you're using.
    BITMAP_WIDTH  = 640
    BITMAP_HEIGHT = 480
    
    # This is the blur intensity of the snapshot used for the background. Note
    # that placing this at higher values may result in longer loading times.
    BLUR_INTENSITY = 3
    
    # These settings adjust the battlefloor. For those who'd like to either
    # move the battlefloor higher or to change the visibility of it. To make
    # the battlefloor invisible, set FLOOR_O to 0.
    FLOOR_X = 0        # Battle floor X value. Base script default is 0.
    FLOOR_Y = 128      # Battle floor y value. Base script default is 192.
    FLOOR_O = 64       # Battle floor opacity. Base script default is 128.
    
  end # SNAP_BATTLE_BACK
end # YEM

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Spriteset_Battle
#===============================================================================

class Spriteset_Battle

  #--------------------------------------------------------------------------
  # overwrite method: create_battleback
  #--------------------------------------------------------------------------
  def create_battleback
    source = $game_temp.background_bitmap
    width = YEM::SNAP_BATTLE_BACK::BITMAP_WIDTH
    height = YEM::SNAP_BATTLE_BACK::BITMAP_HEIGHT
    #---
    bitmap = Bitmap.new(width, height)
    bitmap.stretch_blt(bitmap.rect, source, source.rect)
    YEM::SNAP_BATTLE_BACK::BLUR_INTENSITY.times do bitmap.blur end
    #---
    @battleback_sprite = Sprite.new(@viewport1)
    @battleback_sprite.bitmap = bitmap
    @battleback_sprite.ox = width/2
    @battleback_sprite.oy = height/2
    @battleback_sprite.x = Graphics.width/2
    @battleback_sprite.y = (Graphics.height-128)/2+64
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: create_battlefloor
  #--------------------------------------------------------------------------
  def create_battlefloor
    @battlefloor_sprite = Sprite.new(@viewport1)
    @battlefloor_sprite.bitmap = Cache.system("BattleFloor")
    @battlefloor_sprite.x = YEM::SNAP_BATTLE_BACK::FLOOR_X
    @battlefloor_sprite.y = YEM::SNAP_BATTLE_BACK::FLOOR_Y
    @battlefloor_sprite.z = 1
    @battlefloor_sprite.opacity = YEM::SNAP_BATTLE_BACK::FLOOR_O
  end
  
end # Spriteset_Battle

#===============================================================================
#
# END OF FILE
#
#===============================================================================


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kuramoto
post Aug 27 2012, 09:50 AM
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Ah, thanks a lot, now i just have to figure out how to get it to work ^^
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kuramoto
post Aug 27 2012, 10:33 AM
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Well, i dont really see how to get it to work with YEA-ace core engine. Is that at least the right place to look for? xD
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Shaddow
post Aug 27 2012, 10:44 AM
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Yes, that is the right place to look, also I'm a noob and didn't notice this was the ACE forum xD, that script is for VX, but should have one for ACE.


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kuramoto
post Aug 27 2012, 10:54 AM
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Ah, i see.
Well, thanks anyway ^^
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