IPB

Look

Make sure you read the pinned topic on how to submit scripts.

There is 2 page(s)  1 Page : 2 Next page 
 
 Battle Backgrounds
 
 Elemental Crisis
post Jan 21 2008, 03:54 AM
Post #1


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



Script Name: Battle Backgrounds
Author: Claimh (English Translation By: Elemental Crisis)
Version: 1.0.0
Number Of Scripts: 1
Description:
With this script once again you can have battle backgrounds in your game! This script gives you 3 different options when selecting battle backgrounds. You can use the default VX style if you want, use the current map, or use an outside picture.
Screenshots:
Using the current map as a battle background.
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_48407.png)

Using a picture as a battle background
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_35838.png)
Instructions:
1. This first step is optional but I like to keep all my scripts organized so make a new section above MAIN and call it "Battle Backgrounds".
2. Copy each script on the next three pages EXACTLY how they are shown into a blank section, if you made the "Battle Backgrounds" section put them under there.
3. The script name is posted above the script, make sure to use the EXACT name or you will run into problems.

Script Name: Battle_Backgrounds
Spoiler
CODE
#==============================================================================
# ? VX-RGSS2-7 Change Battle Background [Ver.1.0.0]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
# Changes the battle background.
#==============================================================================


module BattleBack
  #   Select Battle Background Type
  #   0:Current map with wave effect for battle background (Default VX Style).
  #   1:Current map used as battle background.
  #   2:Uses a picture for battle background.
  BB_TYPE = 0
  
  # Display Battle Floor
  BT_FLOOR = false

  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # All picture files must be in the Graphics/System folder.
    # Map ID => "Picture File Name"
    1 => "001-Grassland01"
  }
end


#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? Creating Battle Back Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    case BattleBack::BB_TYPE
    when 0
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      bitmap.radial_blur(90, 12)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
      @battleback_sprite.wave_amp = 8
      @battleback_sprite.wave_length = 240
      @battleback_sprite.wave_speed = 120
    when 1
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
    when 2
      @battleback_sprite = BattleBackSprite.new(@viewport1)
    end
  end
  #--------------------------------------------------------------------------
  # ? Creating Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias create_battlefloor_mbb create_battlefloor
  def create_battlefloor
    create_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Delete Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias dispose_battlefloor_mbb dispose_battlefloor
  def dispose_battlefloor
    dispose_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Update Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias update_battlefloor_mbb update_battlefloor
  def update_battlefloor
    update_battlefloor_mbb if BattleBack::BT_FLOOR
  end
end


#==============================================================================
# ? BattleBackSprite
#==============================================================================
class BattleBackSprite   # Background Screen Size
  WIDTH  = 544.00
  HEIGHT = 288.00
  #--------------------------------------------------------------------------
  # ? Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    self.bitmap = Cache.system(BattleBack::M_B_BACK[$game_map.map_id])
    # Zoom is carried out according to picture size.
    @x_zoom = WIDTH / self.bitmap.width
    @y_zoom = HEIGHT / self.bitmap.height
    @zoom = @x_zoom > @y_zoom ? @x_zoom : @y_zoom
    # Zoom is carried out.
    self.zoom_x = @zoom
    self.zoom_y = @zoom
    # Made into central display.
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    self.x = (self.bitmap.width / 2)  * @zoom
    self.y = (self.bitmap.height / 2) * @zoom
  end
end


Attached File(s)
 Scripts.rar ( 120.35K ) Number of downloads: 76
 
Go to the top of the page
 
 
 Koru-chan
post Jan 31 2008, 06:32 PM
Post #2


Member
**

Group: Members
Posts: 22
Joined: 30-January 08
From: Iz in yur RPG Makur, maykin sum geimz.
Member No.: 629



Oooookay.... well, I have an issue at the present with setting the backgrounds for other maps. When I try to set the background for another map, I get a syntax error.

THE ERROR:
(IMG:http://i172.photobucket.com/albums/w4/koru-sama/syntax.png)

And here is my script straight out of VX:

Spoiler

CODE
#==============================================================================
# ? VX-RGSS2-7 Change Battle Background [Ver.1.0.0]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
# Changes the battle background.
#==============================================================================


module BattleBack
  #   Select Battle Background Type
  #   0:Current map with wave effect for battle background (Default VX Style).
  #   1:Current map used as battle background.
  #   2:Uses a picture for battle background.
  BB_TYPE = 2
  
  # Display Battle Floor
  BT_FLOOR = false

  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # Map ID => "Picture File Name(Graphics/System)"
    1 => "001-Grassland01"
    5 => "001-Grassland01"
  }
end


#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? Creating Battle Back Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    case BattleBack::BB_TYPE
    when 0
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      bitmap.radial_blur(90, 12)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
      @battleback_sprite.wave_amp = 8
      @battleback_sprite.wave_length = 240
      @battleback_sprite.wave_speed = 120
    when 1
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
    when 2
      @battleback_sprite = BattleBackSprite.new(@viewport1)
    end
  end
  #--------------------------------------------------------------------------
  # ? Creating Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias create_battlefloor_mbb create_battlefloor
  def create_battlefloor
    create_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Delete Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias dispose_battlefloor_mbb dispose_battlefloor
  def dispose_battlefloor
    dispose_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Update Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias update_battlefloor_mbb update_battlefloor
  def update_battlefloor
    update_battlefloor_mbb if BattleBack::BT_FLOOR
  end
end


#==============================================================================
# ? BattleBackSprite
#==============================================================================
class BattleBackSprite   # Background Screen Size
  WIDTH  = 544.00
  HEIGHT = 288.00
  #--------------------------------------------------------------------------
  # ? Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    self.bitmap = Cache.system(BattleBack::M_B_BACK[$game_map.map_id])
    # Zoom is carried out according to picture size.
    @x_zoom = WIDTH / self.bitmap.width
    @y_zoom = HEIGHT / self.bitmap.height
    @zoom = @x_zoom > @y_zoom ? @x_zoom : @y_zoom
    # Zoom is carried out.
    self.zoom_x = @zoom
    self.zoom_y = @zoom
    # Made into central display.
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    self.x = (self.bitmap.width / 2)  * @zoom
    self.y = (self.bitmap.height / 2) * @zoom
  end
end



Please help? ^^()
Go to the top of the page
 
 
 Elemental Crisis
post Jan 31 2008, 11:24 PM
Post #3


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



As discussed on AIM.

If you plan to have multiple battle backgrounds, one for each map you must have add a comma "," on every line of the code except the last one. Heres an example.

CODE
  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # Map ID => "Picture File Name(Graphics/System)"
    1 => "Grassland01",
    2 => "Grassland02",
    3 => "Grassland03",
    4 => "Grassland04",
    5 => "Grassland05",
    6 => "Grassland06"
  }
end

As you can see on each line after the last quotation mark you need to have a comma except for the last one.
Go to the top of the page
 
 
 Koru-chan
post Jan 31 2008, 11:25 PM
Post #4


Member
**

Group: Members
Posts: 22
Joined: 30-January 08
From: Iz in yur RPG Makur, maykin sum geimz.
Member No.: 629



and also as discussed on aim, you are a f^ing genius.
Go to the top of the page
 
 
 Elemental Crisis
post Jan 31 2008, 11:27 PM
Post #5


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



I guess, I just kept messing around with it until I got it to work. I still need to learn RGSS so I don't encounter what I presume for scripter's are common problems like this.
Go to the top of the page
 
 
 Irockman1
post Feb 4 2008, 10:00 AM
Post #6


Newbie
*

Group: Unknown
Posts: 2
Joined: 4-February 08
Member No.: 680



I keep getting this error when testing my game.

(IMG:http://img227.imageshack.us/img227/9286/62804594qr5.png)

I put it above main, and I'm not using any other script.

My script:
Spoiler
CODE
==============================================================================
# ? VX-RGSS2-7 Change Battle Background [Ver.1.0.0]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
# Changes the battle background.
#==============================================================================


module BattleBack
  #   Select Battle Background Type
  #   0:Current map with wave effect for battle background (Default VX Style).
  #   1:Current map used as battle background.
  #   2:Uses a picture for battle background.
  BB_TYPE = 2
  
  # Display Battle Floor
  BT_FLOOR = false

  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # Map ID => "Picture File Name(Graphics/System)"
    1 => "001-Grassland01"
  }
end


#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? Creating Battle Back Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    case BattleBack::BB_TYPE
    when 0
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      bitmap.radial_blur(90, 12)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
      @battleback_sprite.wave_amp = 8
      @battleback_sprite.wave_length = 240
      @battleback_sprite.wave_speed = 120
    when 1
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
    when 2
      @battleback_sprite = BattleBackSprite.new(@viewport1)
    end
  end
  #--------------------------------------------------------------------------
  # ? Creating Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias create_battlefloor_mbb create_battlefloor
  def create_battlefloor
    create_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Delete Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias dispose_battlefloor_mbb dispose_battlefloor
  def dispose_battlefloor
    dispose_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Update Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias update_battlefloor_mbb update_battlefloor
  def update_battlefloor
    update_battlefloor_mbb if BattleBack::BT_FLOOR
  end
end


#==============================================================================
# ? BattleBackSprite
#==============================================================================
class BattleBackSprite   # Background Screen Size
  WIDTH  = 544.00
  HEIGHT = 288.00
  #--------------------------------------------------------------------------
  # ? Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    self.bitmap = Cache.system(BattleBack::M_B_BACK[$game_map.map_id])
    # Zoom is carried out according to picture size.
    @x_zoom = WIDTH / self.bitmap.width
    @y_zoom = HEIGHT / self.bitmap.height
    @zoom = @x_zoom > @y_zoom ? @x_zoom : @y_zoom
    # Zoom is carried out.
    self.zoom_x = @zoom
    self.zoom_y = @zoom
    # Made into central display.
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    self.x = (self.bitmap.width / 2)  * @zoom
    self.y = (self.bitmap.height / 2) * @zoom
  end
end
Go to the top of the page
 
 
 Elemental Crisis
post Feb 4 2008, 02:56 PM
Post #7


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



You forgot a "#" at the very top.
Go to the top of the page
 
 
 Koru-chan
post Feb 4 2008, 03:22 PM
Post #8


Member
**

Group: Members
Posts: 22
Joined: 30-January 08
From: Iz in yur RPG Makur, maykin sum geimz.
Member No.: 629



lmao, don't worry about it, Irockman, I had the same issue at first. XD
Go to the top of the page
 
 
 Irockman1
post Feb 5 2008, 10:17 AM
Post #9


Newbie
*

Group: Unknown
Posts: 2
Joined: 4-February 08
Member No.: 680



Haha, that's a simple mistake.
Go to the top of the page
 
 
 Vilmos
post Feb 12 2008, 12:11 PM
Post #10


Newbie
*

Group: Unknown
Posts: 1
Joined: 26-January 08
Member No.: 574



Hi, i used this script but
i don't know if this error goes with it or not
it says something like line 75 cache cannot convert nil into string" when i get into battles
Its just really annoying.
Go to the top of the page
 
 
 Elemental Crisis
post Feb 14 2008, 01:57 AM
Post #11


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



Post the script please.
Go to the top of the page
 
 
 Cain La Croix
post Mar 6 2008, 01:07 PM
Post #12


Newbie
*

Group: Unknown
Posts: 6
Joined: 6-March 08
Member No.: 954



Yes I'm getting the same error: cache line 75 cannot covert nil or something like that, here's the script
Spoiler

CODE
#==============================================================================
# ** Cache
#------------------------------------------------------------------------------
#  This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================

module Cache
  #--------------------------------------------------------------------------
  # * Get Animation Graphic
  #     filename : Filename
  #     hue      : Hue change value
  #--------------------------------------------------------------------------
  def self.animation(filename, hue)
    load_bitmap("Graphics/Animations/", filename, hue)
  end
  #--------------------------------------------------------------------------
  # * Get Battler Graphic
  #     filename : Filename
  #     hue      : Hue change value
  #--------------------------------------------------------------------------
  def self.battler(filename, hue)
    load_bitmap("Graphics/Battlers/", filename, hue)
  end
  #--------------------------------------------------------------------------
  # * Get Character Graphic
  #     filename : Filename
  #--------------------------------------------------------------------------
  def self.character(filename)
    load_bitmap("Graphics/Characters/", filename)
  end
  #--------------------------------------------------------------------------
  # * Get Face Graphic
  #     filename : Filename
  #--------------------------------------------------------------------------
  def self.face(filename)
    load_bitmap("Graphics/Faces/", filename)
  end
  #--------------------------------------------------------------------------
  # * Get Parallax Background Graphic
  #     filename : Filename
  #--------------------------------------------------------------------------
  def self.parallax(filename)
    load_bitmap("Graphics/Parallaxes/", filename)
  end
  #--------------------------------------------------------------------------
  # * Get Picture Graphic
  #     filename : Filename
  #--------------------------------------------------------------------------
  def self.picture(filename)
    load_bitmap("Graphics/Pictures/", filename)
  end
  #--------------------------------------------------------------------------
  # * Get System Graphic
  #     filename : Filename
  #--------------------------------------------------------------------------
  def self.system(filename)
    load_bitmap("Graphics/System/", filename)
  end
  #--------------------------------------------------------------------------
  # * Clear Cache
  #--------------------------------------------------------------------------
  def self.clear
    @cache = {} if @cache == nil
    @cache.clear
    GC.start
  end
  #--------------------------------------------------------------------------
  # * Load Bitmap
  #--------------------------------------------------------------------------
  def self.load_bitmap(folder_name, filename, hue = 0)
    @cache = {} if @cache == nil
    path = folder_name + filename
    if not @cache.include?(path) or @cache[path].disposed?
      if filename.empty?
        @cache[path] = Bitmap.new(32, 32)
      else
        @cache[path] = Bitmap.new(path)
      end
    end
    if hue == 0
      return @cache[path]
    else
      key = [path, hue]
      if not @cache.include?(key) or @cache[key].disposed?
        @cache[key] = @cache[path].clone
        @cache[key].hue_change(hue)
      end
      return @cache[key]
    end
  end
end
Go to the top of the page
 
 
 Elemental Crisis
post Mar 6 2008, 01:18 PM
Post #13


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



Fixed the code tags for ya.

Please post the battle background script.
Go to the top of the page
 
 
 Cain La Croix
post Mar 6 2008, 01:33 PM
Post #14


Newbie
*

Group: Unknown
Posts: 6
Joined: 6-March 08
Member No.: 954



QUOTE (Elemental Crisis @ Mar 6 2008, 02:18 PM)
Fixed the code tags for ya.

Please post the battle background script.


Ok I did, and I'm still getting the same error. Here's the battle background script but with one line edited so my own picture can appear as the battle background.
Spoiler
CODE
#==============================================================================
# ? VX-RGSS2-7 Change Battle Background [Ver.1.0.0]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
# Changes the battle background.
#==============================================================================


module BattleBack
  #   Select Battle Background Type
  #   0:Current map with wave effect for battle background (Default VX Style).
  #   1:Current map used as battle background.
  #   2:Uses a picture for battle background.
  BB_TYPE = 2
  
  # Display Battle Floor
  BT_FLOOR = false

  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # Map ID => "Picture File Name(Graphics/System)"
    6 => "plains(Graphics/System)"
  }
end


#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ? Creating Battle Back Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    case BattleBack::BB_TYPE
    when 0
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      bitmap.radial_blur(90, 12)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
      @battleback_sprite.wave_amp = 8
      @battleback_sprite.wave_length = 240
      @battleback_sprite.wave_speed = 120
    when 1
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
    when 2
      @battleback_sprite = BattleBackSprite.new(@viewport1)
    end
  end
  #--------------------------------------------------------------------------
  # ? Creating Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias create_battlefloor_mbb create_battlefloor
  def create_battlefloor
    create_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Delete Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias dispose_battlefloor_mbb dispose_battlefloor
  def dispose_battlefloor
    dispose_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ? Update Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias update_battlefloor_mbb update_battlefloor
  def update_battlefloor
    update_battlefloor_mbb if BattleBack::BT_FLOOR
  end
end


#==============================================================================
# ? BattleBackSprite
#==============================================================================
class BattleBackSprite   # Background Screen Size
  WIDTH  = 544.00
  HEIGHT = 288.00
  #--------------------------------------------------------------------------
  # ? Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    self.bitmap = Cache.system(BattleBack::M_B_BACK[$game_map.map_id])
    # Zoom is carried out according to picture size.
    @x_zoom = WIDTH / self.bitmap.width
    @y_zoom = HEIGHT / self.bitmap.height
    @zoom = @x_zoom > @y_zoom ? @x_zoom : @y_zoom
    # Zoom is carried out.
    self.zoom_x = @zoom
    self.zoom_y = @zoom
    # Made into central display.
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    self.x = (self.bitmap.width / 2)  * @zoom
    self.y = (self.bitmap.height / 2) * @zoom
  end
end
Go to the top of the page
 
 
 Elemental Crisis
post Mar 6 2008, 01:39 PM
Post #15


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



Try this.

Change
CODE
6 => "plains(Graphics/System)"
To
CODE
6 => "plains"


You don't need to add the "(Graphics/System)" part. In the example that just tells you where you need to put the images.
Go to the top of the page
 
 
 Cain La Croix
post Mar 6 2008, 01:43 PM
Post #16


Newbie
*

Group: Unknown
Posts: 6
Joined: 6-March 08
Member No.: 954



QUOTE (Elemental Crisis @ Mar 6 2008, 02:39 PM)
Try this.

Change
CODE
6 => "plains(Graphics/System)"
To
CODE
6 => "plains"


You don't need to add the "(Graphics/System)" part. In the example that just tells you where you need to put the images.


anything else it still doesn't work. (IMG:https://rpgcrisis.net/forums/style_emoticons/default/sad.gif)

I was trying to put this script in for the Side View Battle System you translated and the Side View Battle System works for me but not this script.
Go to the top of the page
 
 
 Elemental Crisis
post Mar 6 2008, 01:46 PM
Post #17


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



This may sound dumb but do you have a image file in the system folder called "plains"? The extension (.jpg, .bmp, .png..etc) doesn't matter.
Go to the top of the page
 
 
 Cain La Croix
post Mar 6 2008, 01:51 PM
Post #18


Newbie
*

Group: Unknown
Posts: 6
Joined: 6-March 08
Member No.: 954



QUOTE (Elemental Crisis @ Mar 6 2008, 02:46 PM)
This may sound dumb but do you have a image file in the system folder called "plains"? The extension (.jpg, .bmp, .png..etc) doesn't matter.


Yup, I do I checked. That was the first thing I did. That is what is confusing me.
Go to the top of the page
 
 
 Elemental Crisis
post Mar 6 2008, 04:21 PM
Post #19


Administrator
***

Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1



Ok,

1. Is the script above "Main".
2. Change it from 6 to 1.
Go to the top of the page
 
 
 Cain La Croix
post Mar 6 2008, 05:13 PM
Post #20


Newbie
*

Group: Unknown
Posts: 6
Joined: 6-March 08
Member No.: 954



QUOTE (Elemental Crisis @ Mar 6 2008, 05:21 PM)
Ok,

1. Is the script above "Main".
2. Change it from 6 to 1.


1. Yes
2. And I did and still same problem.

And is there a way where you can give me the script that works, you know like it is with yours that works, even with the maps id already put in and everything so I can just change it from there?

EDIT: Do you mean above Main or Main Process?
Go to the top of the page
 
 
 

There is 2 page(s)  1 Page : 2 Next page
 
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 13th May 2008 - 05:58 PM