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Full Version: Basic - Dual Battle Landscape - of Awesome v1.01
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leongon
Battle Background Backs Dual Double Layer Front Back Landscape

Basic Dual Battle Landscape of Awesome

Version: 1.01
Author: Leongon
Release: May 29 2010
Last Actualization: Jun 03 2010
Exclusive: at RPG RPG Revolution
Requires: Dexterity in Photoshop. At least one kitten sleeping in your legs.


Introduction
Your battlers are not floating over a picture anymore, now you can give the feel of being inside. Dual Battle Landscape let's you replace the default abstract battle background with one picture behind your battlers, and other above that covers them partially... Limited to your graphic edition/creation skills.

wink.gif


Features
- Set back and front pictures for each map ID.
- Set back and front pictures controlled by a game variable for special encounters.
- Enable or disable the battle area shadow circle.


Further Instructions and configuration on script header.


Script
Archive:
Click to view attachment

Customization
You must add the pictures in the Graphics/Pictures folder, then insert the filenames in the configuration area of the script.
Choose a game variable for special landscapes control.
Choose to show, or not, the battle floor shadow circle.

Compatibility
No known issues

Screenshot
For a map like this...


A battle landscape like this.


DEMO
No need... I think. If needed I'll add a demo, but I think this is really simple to understand.

Installation
Plug it above main, create your landscapes, put the pictures in the Pictures folder, input the filenames in the script, and play.
Here are the two pictures I state in the script.
DBLexample1a.png
Click to view attachment
DBLexample1b.png
Click to view attachment

History
v1.0
- Release
v1.01
- Added special landscapes control with a game variable.

Terms and Conditions
Use on commercial and non-commercial proyects, just give credit.
Don't post the script outside www.rpgrevolution.com - If you want to share this, use only a link to here.
The two landscape pictures for the example are edited by me, not created. Use them if you want.

Credits
Leongon
SowS
nice! they really don't look like they're floating!
nevious
Nice script leongon!
hey Sows how you been??
SuperMega
Awesome script, leongon! I wish we had more layering type scripts for VX...
OrleanKnight
Hmm is there a way we can just have the front layer and not the back? I rather enjoy this scene changer:

http://www.rpgmakervx.net/index.php?showto...8&hl=gexrox

But I'd love to be able to apply the Variable for the background AND the foreground. Think you can do something like that? Otherwise I see little use for this in my game.

Why?

Well, I'd very much like to use the Foreground image not as an additional element to the battle scene. No. Want I would love to do is make the Foreground lay an additional element to my Battle Status hub! If I could control the foreground and background via variables as images with their own identities -- I can update the HUB in different combat scenes which have unique backgrounds all in the same room or map. Restricting it to a Map ID seems extremely limiting.
leongon
I'll try to add that variable control. I wanted to add some other enhancements to this script, but this days I have been very very busy u_u'

About the separately usage of the front layer... is a bit off of this script spirit. I maked this to have a deep-feeling landscape in my game battles. I'll be adding stuff that enhance the script in that way.
OrleanKnight
I went ahead and created the hybrid of the two scripts. It works great for me, and is exactly what I'm looking for. I added the Variable controls from the other script I linked to above by I just sort of merged the two scripts into one package.


CODE
#######################################################################
#######
# Basic Dual Battle Landscape of Awesome VX v1.0 # Author: Leongon
# Change Battle Background v1.0 ==== GEXROX, 16th May 2010
# Marged by OrleanKnight June 3rd 2010
##############################################################################
# #Original Threads:
# http://www.rpgmakervx.net/index.php?showto...8&hl=gexrox
# http://www.rpgrevolution.com/forums/index....showtopic=42122
##############################################################################
# This script allows the user to add an additional layer to the combat scene
# during the loading process. The additional Foreground layer will overlap
# enemy units and characters, but not the battle status windows. Use Variables
# to give each Event or Map Area ID a given Background and Foreground.
# #
# To use, Create a new folder called: BattleBacks in your Game/Graphics folder.
# Then lable the images as follows:
# BattleBack1, BattleBack2, BattleBack3, etc
# BattleFront1, BattleFront2, BattleFront3, etc
##############################################################################
# Configurations # #
################## #
module DBL_Configs #
DBL_create_battlefloor = true # false to not draw the battle shadow circle #
end

module Cache
def self.battleback(number)
load_bitmap("Graphics/BattleBacks/", "BattleBack" + number)
end
def self.battlefront(number)
load_bitmap("Graphics/BattleBacks/", "BattleFront" + number)
end

# Change BB_VARIABLE & BF_VARIABLE to the variable to link to the images
BB_VARIABLE = 21 # Can be anything, but in my game, it's 21
BF_VARIABLE = 22 # Can be anything, but in my game, it's 22

#Create Variable Controls on an Event or Common Event, create and select
# BB & BF_VARIABLE as 21 & 22 (Or whatever number you like, just change it above)
# and add the # of the image as the Constant.

#Example: If You want BattleBack3, the Constant is 3.

#Note: You'll Generate an Error if you do not specify a Back AND a Front.

#---#########################------------------------------------------------#
end# End of Configurations #
#---#########################------------------------------------------------#


class Spriteset_Battle
#------------------------------------------------------
include DBL_Configs
alias leon_create_viewports create_viewports
def create_viewports
leon_create_viewports
@viewportDBL = Viewport.new(0, 0, 544, 416)
@viewportDBL.z = 75
end
alias leon_dispose_battleback_bitmap dispose_battleback_bitmap
def dispose_battleback_bitmap
leon_dispose_battleback_bitmap
@battleback_sprite_front.bitmap.dispose
end
alias leon_dispose_battleback dispose_battleback
def dispose_battleback
leon_dispose_battleback
@battleback_sprite_front.dispose
end
alias leon_dispose_viewports dispose_viewports
def dispose_viewports
leon_dispose_viewports
@viewportDBL.dispose
end
#---------------------------------------------
def create_battleback
source = $game_temp.background_bitmap
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = Cache.battleback($game_variables[Cache::BB_VARIABLE].to_s)
@battleback_sprite_front = Sprite.new(@viewportDBL)
@battleback_sprite_front.bitmap = Cache.battlefront($game_variables[Cache::BF_VARIABLE].to_s)
end
#-------------------------------------------
alias leon_create_battlefloor create_battlefloor
def create_battlefloor
@battlefloor_sprite = Sprite.new(@viewport1)
leon_create_battlefloor if DBL_create_battlefloor == true
end
def leon_update_battleback update_battleback
leon_update_battleback
@battleback_sprite_front.update
end
def leon_update_viewports update_viewports
leon_update_viewports
@viewportDBL.update
end
#----------------------------------------------------------------------------#
end
#----------------------------------------------------------------------------#



Enjoy! I put the instructions in the Script itself, I hope I made them very clear. Credit has been given to both creators.
leongon
v1.01
Now can change the map default battle landscape with a game variable, for special encounters and stuff.


OrleanKnight, nice joint xD, but may you want to post it in a new thread, since mine works a bit different... as for me, I prefer to input more info in the script and keep filenames more informative of what they are doing, also having map defaults and use variable control only for special needs.
TheBen
I don't think I've seen any RPGs, professional or otherwise, that have had such a great idea as this one. Except maybe the FFXIII battle system, but that really doesn't count, since it was essentially an enhanced version of ATB. So... awesome. biggrin.gif
arokalot
For some reason the background does not show...any ideas?

I've tried it in both png and bmp.


EDIT: I fixed it. Great script, I also used your Item Quality script.

Keep up the good work woot.gif
leongon
Thankies xD Nice you fixed it.
arokalot
yes, I think it had something to do with the order I imported them.
Simple mistake. blush.gif
Shaddow
This script seems really awesome and I'd love to use it. The problem I run into is that I am using Kylock's SBS and the forground covers not only the characters but the battlers. Is there a fix for this or am I doing something wrong?
leongon
QUOTE (shaddowval @ Dec 18 2011, 06:51 PM) *
This script seems really awesome and I'd love to use it. The problem I run into is that I am using Kylock's SBS and the forground covers not only the characters but the battlers. Is there a fix for this or am I doing something wrong?

The foreground image is meant to appear over the battlers and enemies. You need to design your foreground picture carefully depending on your battlesystem, so the battlers and enemies gets covered only partially to give the feeling of deepness.

The one pack I made of A background and A foreground, were meant to fit on the default battlesystem... only as an example. I have made it work on Tankentai SBS perfectly, you just need to consider the position of both party and enemies to draw some stuff to appear before them on the foreground picture... as a tip, try adding just a few grass leaves and one little rock at first.
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