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TDS'S PROFILE

Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
Silver Heart
A short game with a simple ontological story.

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WE DID IT

Just got spit bukkaked by a drunk ghost.

Also...


Added the title design to my game page

Looks pretty good.

If it's part of the title screen and you have an idea for a custom effect, but not the script let me know and I'll do it.

The titular "Chaos Sword"

Looks pretty good, but the grip of the sword looks a little short, unless the hand somehow goes into the cross-guard while it's being used. I could be wrong if the sword is at an angle.

I am seeking a script!

I'll be honest, and I rarely say this, but you're somewhat annoying to help out and I'm starting to regret doing so.

As for drawing it comes from "Take or To take", it would take the name from there based on the results of the text match. And yes it would be possible to draw the name from a filename provided it has some special tags.

Just add the following at the start of the name of the image and it will take the name from there.

[ANIM]NAME
[ANIM]Test.png

#==============================================================================
# ** TDS
#------------------------------------------------------------------------------
#  A module containing TDS data structures, mostly script settings.
#==============================================================================

module TDS
  #============================================================================
  # ** Animated_Battlebacks
  #----------------------------------------------------------------------------
  #  This Module animated battleback settings
  #============================================================================  
  module Animated_Battlebacks
    #--------------------------------------------------------------------------
    # * Constants (Settings)
    #--------------------------------------------------------------------------      
    Battlebacks = {
      "Test" => [
      [:battleback1, ["Cobblestones1"], 5], 
      [:battleback1, ["Cobblestones2"], 5], 
      [:battleback1, ["Cobblestones3"], 5], 
      [:battleback1, ["Cobblestones4"], 5],
      ],
      :test => [
      ],
    }
  end
end
  
  
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose
  alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2  
  alias tds_markusT_animated_battlebacks_spriteset_battle_update update
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block)
    # Run Original Method
    dispose_animated_battleback
  end  
  #--------------------------------------------------------------------------
  # * Create Battle Background (Wall) Sprite
  #--------------------------------------------------------------------------
  def create_battleback2(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block)
    # Create Animated Battleback
    create_animated_battleback
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args, &block)
    # Update Animated Battleback Sprite
    update_animated_battleback
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block)      
  end
  #--------------------------------------------------------------------------
  # * Create Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def create_animated_battleback
    # If Battleback Name is not nil and has Animated Flag
    if !$game_map.battleback1_name.nil? and $game_map.battleback1_name.include?("[ANIM]")
      # Get Animated Battleback Name
      name = $game_map.battleback1_name.gsub(/\[Anim\]/i, "")
      # Set Animated Battleback Name
      $game_map.set_animated_battleback(name)      
    end
    # If Battleback Name is not nil and has Animated Flag
    if !$game_map.battleback2_name.nil? and $game_map.battleback2_name.include?("[ANIM]")
      # Get Animated Battleback Name
      name = $game_map.battleback2_name.gsub(/\[Anim\]/i, "")
      # Set Animated Battleback Name
      $game_map.set_animated_battleback(name)      
    end
    # Return if not using animated Battleback
    return if !$game_map.use_animated_battleback?
    # Create Animated Battleback Sprite
    @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, $game_map.animated_battleback_name)
    @animated_battleback_sprite.z = 1
    # Increase Background Sprites Z Value
    @back1_sprite.z = 2 ; @back2_sprite.z = 3
    # Set Background Sprites Visibility to false
    @back1_sprite.visible = @back2_sprite.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def update_animated_battleback
    # Return if Animated Battleback Sprite is nil
    return if @animated_battleback_sprite.nil?
    # Update Animated Battleback Sprite
    @animated_battleback_sprite.update
  end
  #--------------------------------------------------------------------------
  # * Dispose of Animated Battleback
  #--------------------------------------------------------------------------
  def dispose_animated_battleback
    # Return if Animated Battleback Sprite is nil or disposed
    return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed?
    # Dispose of Animated Battleback Sprite
    @animated_battleback_sprite.dispose
  end
end


#==============================================================================
# ** Sprite_Animated_Battleback
#------------------------------------------------------------------------------
#  This sprite is used to display animated battleback images.
#==============================================================================

class Sprite_Animated_Battleback < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name : Animated battleback name
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)  
    # Get Battleback Settings
    settings = TDS::Animated_Battlebacks::Battlebacks[name]
    # Return if Settings are nil or empty
    return if settings.nil? or settings.empty?    
    # Initialize Bitmap Settings
    @bitmap_settings = settings.collect {|s| [find_bitmap(s), s.at(2)]}
    # Initialize Cycle Bitmap Settings
    @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = []
    # Set Bitmap
    self.bitmap = @bitmap_settings.first.at(0)
  end  
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose ; super end  
  #--------------------------------------------------------------------------
  # * Find Bitmap
  #--------------------------------------------------------------------------
  def find_bitmap(settings)
    case settings.at(0)
    when :bitmap ; return Bitmap.new(*settings.at(1))
    else ; return Cache.method(settings.at(0)).call(*settings.at(1)).dup
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super   
    # Return if Bitmap Settings is nil or empty
    return if @bitmap_settings.nil? or @bitmap_settings.empty?
    # Decrease Bitmap Counter
    @bitmap_counter -= 1
    # If Bitmap Counter is 0 or less
    if @bitmap_counter <= 0
      # Increase Bitmap Index
      @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size
      # Set Self Bitmap
      self.bitmap = @bitmap_settings.at(@bitmap_index).first
      # Set Bitmap Counter
      @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1)
    end    
  end  
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_game_map_setup_battleback setup_battleback
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :animated_battleback_name     # animated battle background name
  #--------------------------------------------------------------------------
  # * Set Animated Battleback
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; @animated_battleback_name = name end
  #--------------------------------------------------------------------------
  # * Determine if Animated Battleback should be used
  #--------------------------------------------------------------------------
  def use_animated_battleback? ; !@animated_battleback_name.nil? end
  #--------------------------------------------------------------------------
  # * Set Up Battle Background
  #--------------------------------------------------------------------------
  def setup_battleback(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_game_map_setup_battleback(*args, &block)    
    # Match Text for Animated Battleback
    @map.note[/<ABB: (.+)>/i]
    # Set Aniamted Battleback Name
    @animated_battleback_name = $1.nil? ? nil : $1.strip 
  end    
end
  

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Set or Remove Animated Battleback
  #     depth : nest depth
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; $game_map.set_animated_battleback(name) end
  def remove_animated_battleback    ; $game_map.set_animated_battleback(nil) end    
end

I am seeking a script!

To set the animated battleback of a map you can add this to the map notes and it will draw the name from there.

<ABB: NAME_HERE>


Like this:

<ABB: Test>


#==============================================================================
# ** TDS
#------------------------------------------------------------------------------
#  A module containing TDS data structures, mostly script settings.
#==============================================================================

module TDS
  #============================================================================
  # ** Animated_Battlebacks
  #----------------------------------------------------------------------------
  #  This Module animated battleback settings
  #============================================================================  
  module Animated_Battlebacks
    #--------------------------------------------------------------------------
    # * Constants (Settings)
    #--------------------------------------------------------------------------      
    Battlebacks = {
      "Test" => [
      [:battleback1, ["Cobblestones1"], 10], 
      [:battleback1, ["Cobblestones2"], 10], 
      [:battleback1, ["Cobblestones3"], 10], 
      [:battleback1, ["Cobblestones4"], 10],
      ],
      :test => [
      ],
    }
  end
end
  
  
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose
  alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2  
  alias tds_markusT_animated_battlebacks_spriteset_battle_update update
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block)
    # Run Original Method
    dispose_animated_battleback
  end  
  #--------------------------------------------------------------------------
  # * Create Battle Background (Wall) Sprite
  #--------------------------------------------------------------------------
  def create_battleback2(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block)
    # Create Animated Battleback
    create_animated_battleback
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args, &block)
    # Update Animated Battleback Sprite
    update_animated_battleback
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block)      
  end
  #--------------------------------------------------------------------------
  # * Create Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def create_animated_battleback
    # Return if not using animated Battleback
    return if !$game_map.use_animated_battleback?
    # Create Animated Battleback Sprite
    @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, $game_map.animated_battleback_name)
    @animated_battleback_sprite.z = 1
    # Increase Background Sprites Z Value
    @back1_sprite.z = 2 ; @back2_sprite.z = 3
    # Set Background Sprites Visibility to false
    @back1_sprite.visible = @back2_sprite.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def update_animated_battleback
    # Return if Animated Battleback Sprite is nil
    return if @animated_battleback_sprite.nil?
    # Update Animated Battleback Sprite
    @animated_battleback_sprite.update
  end
  #--------------------------------------------------------------------------
  # * Dispose of Animated Battleback
  #--------------------------------------------------------------------------
  def dispose_animated_battleback
    # Return if Animated Battleback Sprite is nil or disposed
    return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed?
    # Dispose of Animated Battleback Sprite
    @animated_battleback_sprite.dispose
  end
end


#==============================================================================
# ** Sprite_Animated_Battleback
#------------------------------------------------------------------------------
#  This sprite is used to display animated battleback images.
#==============================================================================

class Sprite_Animated_Battleback < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name : Animated battleback name
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)  
    # Get Battleback Settings
    settings = TDS::Animated_Battlebacks::Battlebacks[name]
    # Return if Settings are nil or empty
    return if settings.nil? or settings.empty?    
    # Initialize Bitmap Settings
    @bitmap_settings = settings.collect {|s| [find_bitmap(s), s.at(2)]}
    # Initialize Cycle Bitmap Settings
    @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = []
    # Set Bitmap
    self.bitmap = @bitmap_settings.first.at(0)
  end  
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose ; super end  
  #--------------------------------------------------------------------------
  # * Find Bitmap
  #--------------------------------------------------------------------------
  def find_bitmap(settings)
    case settings.at(0)
    when :bitmap ; return Bitmap.new(*settings.at(1))
    else ; return Cache.method(settings.at(0)).call(*settings.at(1)).dup
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super   
    # Return if Bitmap Settings is nil or empty
    return if @bitmap_settings.nil? or @bitmap_settings.empty?
    # Decrease Bitmap Counter
    @bitmap_counter -= 1
    # If Bitmap Counter is 0 or less
    if @bitmap_counter <= 0
      # Increase Bitmap Index
      @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size
      # Set Self Bitmap
      self.bitmap = @bitmap_settings.at(@bitmap_index).first
      # Set Bitmap Counter
      @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1)
    end    
  end  
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_game_map_setup_battleback setup_battleback
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :animated_battleback_name     # animated battle background name
  #--------------------------------------------------------------------------
  # * Set Animated Battleback
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; @animated_battleback_name = name end
  #--------------------------------------------------------------------------
  # * Determine if Animated Battleback should be used
  #--------------------------------------------------------------------------
  def use_animated_battleback? ; !@animated_battleback_name.nil? end
  #--------------------------------------------------------------------------
  # * Set Up Battle Background
  #--------------------------------------------------------------------------
  def setup_battleback(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_game_map_setup_battleback(*args, &block)    
    # Match Text for Animated Battleback
    @map.note[/<ABB: (.+)>/i]
    # Set Aniamted Battleback Name
    @animated_battleback_name = $1.nil? ? nil : $1.strip 
  end    
end
  

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Set or Remove Animated Battleback
  #     depth : nest depth
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; $game_map.set_animated_battleback(name) end
  def remove_animated_battleback    ; $game_map.set_animated_battleback(nil) end    
end

I am seeking a script!

You have to put code within the code tags, otherwise it doesn't show up.

As for the numbers, they're a test feature.

#==============================================================================
# ** TDS
#------------------------------------------------------------------------------
#  A module containing TDS data structures, mostly script settings.
#==============================================================================

module TDS
  #============================================================================
  # ** Animated_Battlebacks
  #----------------------------------------------------------------------------
  #  This Module animated battleback settings
  #============================================================================  
  module Animated_Battlebacks
    #--------------------------------------------------------------------------
    # * Constants (Settings)
    #--------------------------------------------------------------------------      
    Battlebacks = {
      :test => [
      [Cache.battleback1("Cobblestones1"), 10], 
      [Cache.battleback1("Cobblestones2"), 10],
      [Cache.battleback1("Cobblestones3"), 10],      
      [Cache.battleback1("Cobblestones4"), 10],            
      ],
      "Test" => [
      ],
    }
  end
end
  
  
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose
  alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2  
  alias tds_markusT_animated_battlebacks_spriteset_battle_update update
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block)
    # Run Original Method
    dispose_animated_battleback
  end  
  #--------------------------------------------------------------------------
  # * Create Battle Background (Wall) Sprite
  #--------------------------------------------------------------------------
  def create_battleback2(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block)
    # Create Animated Battleback
    create_animated_battleback
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args, &block)
    # Update Animated Battleback Sprite
    update_animated_battleback
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block)      
  end
  #--------------------------------------------------------------------------
  # * Create Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def create_animated_battleback
    # Return if not using animated Battleback
    return if !$game_map.use_animated_battleback?
    # Create Animated Battleback Sprite
    @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, $game_map.animated_battleback_name)
    @animated_battleback_sprite.z = 1
    # Increase Background Sprites Z Value
    @back1_sprite.z = 2 ; @back2_sprite.z = 3
  end
  #--------------------------------------------------------------------------
  # * Update Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def update_animated_battleback
    # Return if Animated Battleback Sprite is nil
    return if @animated_battleback_sprite.nil?
    # Update Animated Battleback Sprite
    @animated_battleback_sprite.update
  end
  #--------------------------------------------------------------------------
  # * Dispose of Animated Battleback
  #--------------------------------------------------------------------------
  def dispose_animated_battleback
    # Return if Animated Battleback Sprite is nil or disposed
    return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed?
    # Dispose of Animated Battleback Sprite
    @animated_battleback_sprite.dispose
  end
end


#==============================================================================
# ** Sprite_Animated_Battleback
#------------------------------------------------------------------------------
#  This sprite is used to display animated battleback images.
#==============================================================================

class Sprite_Animated_Battleback < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name : Animated battleback name
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)    
    # Initialize Bitmap Settings Array
    @bitmap_settings = TDS::Animated_Battlebacks::Battlebacks[name]
    # Return if Bitmap Settings is nil or empty
    return if @bitmap_settings.nil? or @bitmap_settings.empty?
    # Initialize Cycle Bitmap Settings
    @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = []
    # Set Bitmap
    self.bitmap = @bitmap_settings.first.at(0)
  end  
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose ; super end  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super    
    # Return if Bitmap Settings is nil or empty
    return if @bitmap_settings.nil? or @bitmap_settings.empty?
    # Decrease Bitmap Counter
    @bitmap_counter -= 1
    # If Bitmap Counter is 0 or less
    if @bitmap_counter <= 0
      # Increase Bitmap Index
      @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size
      # Set Self Bitmap
      self.bitmap = @bitmap_settings.at(@bitmap_index).first
      # Set Bitmap Counter
      @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1)
    end    
  end  
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :animated_battleback_name  # animated battle background name
  #--------------------------------------------------------------------------
  # * Set Animated Battleback
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; @animated_battleback_name = name end
  #--------------------------------------------------------------------------
  # * Determine if Animated Battleback should be used
  #--------------------------------------------------------------------------
  def use_animated_battleback? ; !@animated_battleback_name.nil? end
end
  

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Set or Remove Animated Battleback
  #     depth : nest depth
  #--------------------------------------------------------------------------
  def set_animated_battleback(name) ; $game_map.set_animated_battleback(name) end
  def remove_animated_battleback    ; $game_map.set_animated_battleback(nil) end    
end


To set an animated battleback you can use this command from a script call:

set_animated_battleback(name)


Name is the name of the animated battleback. Like :test, it can also be a string if you named it so in the settings. like "Test" instead of :test.

To remove it you can use this in a script call:

remove_animated_battleback


The script will not hide the battlebacks, so if you're using an animated one you should remove the normal ones.

I am seeking a script!

It's an example for you to test and see if it's the effect you're looking for.

I am seeking a script!

So, something like this?


#==============================================================================
# ** TDS
#------------------------------------------------------------------------------
#  A module containing TDS data structures, mostly script settings.
#==============================================================================

module TDS
  #============================================================================
  # ** Animated_Battlebacks
  #----------------------------------------------------------------------------
  #  This Module animated battleback settings
  #============================================================================  
  module Animated_Battlebacks
    #--------------------------------------------------------------------------
    # * Constants (Settings)
    #--------------------------------------------------------------------------      
    Battlebacks = {
      :test => [
      [Cache.battleback1("Cobblestones1"), 10], 
      [Cache.battleback1("Cobblestones2"), 10],
      [Cache.battleback1("Cobblestones3"), 10],      
      [Cache.battleback1("Cobblestones4"), 10],            
      ],
      :test2 => [
      ],
    }
  end
end
  
  
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------  
  alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose
  alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2  
  alias tds_markusT_animated_battlebacks_spriteset_battle_update update
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block)
    # Run Original Method
    dispose_animated_battleback
  end  
  #--------------------------------------------------------------------------
  # * Create Battle Background (Wall) Sprite
  #--------------------------------------------------------------------------
  def create_battleback2(*args, &block)
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block)
    # Create Animated Battleback
    create_animated_battleback
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args, &block)
    # Update Animated Battleback Sprite
    update_animated_battleback
    # Run Original Method
    tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block)      
  end
  #--------------------------------------------------------------------------
  # * Create Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def create_animated_battleback
    # Create Animated Battleback Sprite
    @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, nil)
    @animated_battleback_sprite.z = 1
    # Increase Background Sprites Z Value
    @back1_sprite.z = 2 ; @back2_sprite.z = 3
    
    
    @back1_sprite.visible = false ; @back2_sprite.visible = false    
  end
  #--------------------------------------------------------------------------
  # * Update Animated Battle Background Sprite
  #--------------------------------------------------------------------------
  def update_animated_battleback
    # Return if Animated Battleback Sprite is nil
    return if @animated_battleback_sprite.nil?
    # Update Animated Battleback Sprite
    @animated_battleback_sprite.update
  end
  #--------------------------------------------------------------------------
  # * Dispose of Animated Battleback
  #--------------------------------------------------------------------------
  def dispose_animated_battleback
    # Return if Animated Battleback Sprite is nil or disposed
    return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed?
    # Dispose of Animated Battleback Sprite
    @animated_battleback_sprite.dispose
  end
end


#==============================================================================
# ** Sprite_Animated_Battleback
#------------------------------------------------------------------------------
#  This sprite is used to display animated battleback images.
#==============================================================================

class Sprite_Animated_Battleback < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name : Animated battleback name
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)    
    # Initialize Bitmap Settings Array
    @bitmap_settings = TDS::Animated_Battlebacks::Battlebacks[:test] 

    # Number TEST
    @bitmap_settings.each_with_index {|s,i| s.first.font.size = 90 ; s.first.draw_text(s.first.rect, "Bitmap #{i + 1}", 1)}
    
    # Initialize Cycle Bitmap Settings
    @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = []

    
    self.bitmap = @bitmap_settings.first.at(0)
    
  end  
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  def dispose
    super
    # Dispose of Bitmaps
    @bitmaps.each {|b| b.dispose}
  end  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Decrease Bitmap Counter
    @bitmap_counter -= 1
    # If Bitmap Counter is 0 or less
    if @bitmap_counter <= 0
      # Increase Bitmap Index
      @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size
      # Set Self Bitmap
      self.bitmap = @bitmap_settings.at(@bitmap_index).first
      # Set Bitmap Counter
      @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1)
    end    
  end  
end


This script is just a test that cycles through battleback images. For simplicitys sake I've removed the normal battleback for testing.

I am seeking a script!

Ah, you want to cycle through images and have them wait before changing. This could end up being a bit laggy if the images are the size of the screen and there are a lot of them.

If you have any example images to work with, it would help a lot.

I am seeking a script!

So, what you basically want is a script that allows you to set an animation from the database as a looping background in battle?
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