Greetings,
I found this script for making the current map your battle background, (using the search function, yes it does work) but when I test it I get an error and my rather restricted knowledge with scripting is not really helping.
Here's the error;
http://img246.imageshack.us/img246/1992/errorki1.png[/img]
line 21:
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
and here's the script;
If you're able to fix it could you please explain to me what was wrong and such (trying to learn RGSS, and for me examples always work the best)
Thanks in advance,
~Acera
I found this script for making the current map your battle background, (using the search function, yes it does work) but when I test it I get an error and my rather restricted knowledge with scripting is not really helping.
Here's the error;
http://img246.imageshack.us/img246/1992/errorki1.png[/img]
line 21:
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
and here's the script;
Code:
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class contains the set of sprites used in the Scene_Battle class, such
# as the enemies, actors, battle background, and any pictures being displayed
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Tilemap.new(@viewport1)
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@battleback_sprite.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@battleback_sprite.map_data = $game_map.data
@battleback_sprite.ox = $game_map.display_x / 4
@battleback_sprite.oy = $game_map.display_y / 4
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# * Dispose the battle spriteset
#--------------------------------------------------------------------------
def dispose
@battleback_sprite.tileset.dispose
for i in 0..6
@battleback_sprite.autotiles[i].dispose
end
@battleback_sprite.dispose
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# * Update the battleset sprite
#--------------------------------------------------------------------------
def update
@battleback_sprite.update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end
If you're able to fix it could you please explain to me what was wrong and such (trying to learn RGSS, and for me examples always work the best)
Thanks in advance,
~Acera