Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Change Battle Background depend on Skill
- Original author: GGSlayer
- Original date: September 24, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/change-battle-background-depend-on-skill.32323/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Battle Background Change Version. 1.0 Devil Knight Introduction
Archived First Post
Battle Background Change
Version. 1.0
Devil Knight
Introduction
This Script allow you to change battle Background depend on skill use and get affected from it
Features
- Easy To use
- You can give each Field State Effect
- You can change whole Background By using skill
How to Use
All Instruction in The Script
Demo
https://www.dropbox.com/s/mew0nd9ol1qskie/Demo%20Battle%20Background%20Change.rar?dl=0
Script
# Condition Battle Background Change
# Version: 1.0
# Author: Devil Knight
# Date: 24th Sep, 2014
#-------------------------------------------------------------------------------
# Description:
#
# This Script allow you to change battle Background depend on skill use
# and get affected from it
#
#-------------------------------------------------------------------------------
# Instruction:
#
# - In Editablel Region do the following:
#
# - In Skill Section Write The name of the skills that will affect fields
#
# - In Fields area section write the name of fields (wall or floor)
# that will have elemental power with state ID that will accur in those
# fields
#
# - From field_affect_by_flame to field_affect_by_wind write Sections
# the names of the fieldsthat will get affect from skill,
# field that will change to, and the state ID that will accur
# (Note: In each secion the :affected_field, :field_change, and
# :state_id must be in the same order)
#
# - You Can Resist State Effect from feature window in DateBase
# (From Rate => State Resist => State_Name)
#
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module Devil_Knight
module Battle_Background_Change
#---------------------------------------------------------------------
# #
# EDITABLE REGION #
# #
#--------------------------------------------------------------------
#-----------------------------------------------------------------------
# Write All Skill Name That Will Affect Field
#-----------------------------------------------------------------------
Skill =
{
:skill =>
{
:flame => ["Fire"], # Flame Skills
:ice => ["Ice"], # Ice Skills
oison => ["Poison Cloud"], # Poison Skills
:dark => ["Dark Cloud"], # Dark Skills
:water => ["Water"], # Water Skills
:light => ["Saint", "Shock"], # Light Skills
:wind => ["Wind"], # Wind Skills
},
}
#-----------------------------------------------------------------------
# Write All Fields Name That Will Be Affect (Name of Wall or Floor)
#-----------------------------------------------------------------------
Fields =
{
#Fields Elements
:area =>
{
:flame_field => ["Lava2", "LavaCave"], # Fields That Have Flame Element
:flame_state_id => 26, # Original Flame Field State ID
:ice_field => ["Snow", "Snowfield"], # Fields That Have Ice Element
:ice_state_id => 27, # Original Ice Field State ID
oison_field => ["PoisonSwamp"], # Fields That Have Poison Element
oison_state_id => 2, # Original Poison Field State ID
:lighting_field => [nil], # Fields That Have Light Element
:light_state_id => 7, # Original Light area State ID
:water_area => ["Sea"], # Fields That Have Water Element
:water_state_id => nil, # Original Water area State ID
:dark_area => ["DarkSpace"], # Fields That Have Dark Element
:dark_state_id => 3, # Original Dark Area State ID
:wind_area => [nil], # Fields That Have Wind Element
:wind_state_id => nil, # Original Wind Area State ID
},
# Fields That will Affect From Flame Skills
:field_affect_by_flame =>
{
:affected_field => ["Grassland", "Snowfield"], # Fields That Will Affect From Flame
# | |
# V V
:field_change => ["LavaCave", "Grassland"], # Fields That Will Change To
# | |
# V V
:state_id => [ 26, nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Ice Skills
:field_affect_by_ice =>
{
:affected_field => ["Grassland", "LavaCave", "Lava2"], # Fields That Will Affect From Ice
# | |
# V V
:field_change => ["Snowfield", "Grassland", "Grassland"], # Fields That Will Change To
# | |
# V V
:state_id => [ 27, nil , nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Poison Skills
:field_affect_by_poison =>
{
:affected_field => ["Grassland"], # Fields That Will Affect From Poison
# |
# V
:field_change => ["PoisonSwamp"], # Fields That Will Change To
# |
# V
:state_id => [ 2], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Dark Skills
:field_affect_by_dark =>
{
:affected_field => ["Grassland", "Snowfield"], # Fields That Will Affect From Dark
# | |
# V V
:field_change => ["DarkSpace", "DarkSpace"], # Fields That Will Change To
# | |
# V V
:state_id => [ 3, 3 ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Water Skills
:field_affect_by_water =>
{
:affected_field => ["LavaCave"], # Fields That Will Affect From Water
# |
# V
:field_change => ["Lava1"], # Fields That Will Change To
# |
# V
:state_id => [ nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Light Skills
:field_affect_by_light =>
{
:affected_field => ["DarkSpace"], # Fields That Will Affect From Light
# |
# V
:field_change => ["Road1"], # Fields That Will Change To
# |
# V
:state_id => [ nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Wind Skills
:field_affect_by_wind =>
{
:affected_field => ["Sand", "Desert"], # Fields That Will Affect From Wind
# |
# V
:field_change => ["Sand", "Desert"], # Fields That Will Change To
# |
# V
:state_id => [ 3, 3 ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
}
#---------------------------------------------------------------------
# #
# End Of EDITABLE REGION #
# #
#--------------------------------------------------------------------
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
include Devil_Knight::Battle_Background_Change
attr_accessor :skill_name # Skill that has Been Used
attr_accessor revious_effect_id # Last State ID Has Been Trigger
attr_accessor :battle_start_state_trigger # To Apply Field State Effect At Battle Start
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
alias devil_knight_Battle_background_change_Scene_Battle_start start
def start
devil_knight_Battle_background_change_Scene_Battle_start()
@battle_start_state_trigger = false # The state of original field did not active
end
#--------------------------------------------------------------------------
# * Event Processing
#--------------------------------------------------------------------------
alias devil_knight_Battle_background_change_Scene_Battle_process_event process_event
def process_event
if @spriteset.field_type != "normal" && @battle_start_state_trigger == false
all_battle_members.each do |battler|
battler.add_state(@spriteset.original_field_state_id) # Add the state of original field
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
@battle_start_state_trigger = true # The state of original field has activated
end
devil_knight_Battle_background_change_Scene_Battle_process_event()
end
#--------------------------------------------------------------------------
# * Battle Action Processing
#--------------------------------------------------------------------------
def process_action
return if scene_changing?
if !@subject || !@subject.current_action
@subject = BattleManager.next_subject
end
return turn_end unless @subject
if @subject.current_action
@subject.current_action.prepare
if @subject.current_action.valid?
@status_window.open
execute_action
skill_effect(@skill_name) # Call the new method
end
@subject.remove_current_action
end
process_action_end unless @subject.current_action
end
#--------------------------------------------------------------------------
# * New Method: Skill Effect
#--------------------------------------------------------------------------
def skill_effect(skill_name)
if @spriteset.update_field(skill_name) # To check is there any change need to do
all_battle_members.each do |battler|
if battler.alive? && @spriteset.state_id == nil # To check is the used skill element oppose the original field element
battler.remove_state(@spriteset.original_field_state_id) # Remove the original field state effect from battler
@log_window.display_removed_states(battler)
@log_window.wait_and_clear
elsif battler.alive? && @spriteset.state_id != nil # If used skill element does not oppose the original filed element
if @spriteset.state_id != @spriteset.original_field_state_id # To check is the used skill element same as original field element
battler.remove_state(@spriteset.original_field_state_id) # Remove the original field state effect from battler
@log_window.display_removed_states(battler)
@log_window.wait_and_clear
end
battler.add_state(@spriteset.state_id) # Add new field state affect to battler
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
if battler.alive? && @previous_effect_id != nil # Remove the field state effect from battler
battler.remove_state(@previous_effect_id)
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
end
@previous_effect_id = @spriteset.state_id # Assign the last state affect has been used
end
end
#--------------------------------------------------------------------------
# * End Turn
#--------------------------------------------------------------------------
alias devil_knight_Battle_Background_change_Scene_Battle_turn_end turn_end
def turn_end
@spriteset.timer -= 1 if @spriteset.timer > 0 # Number of turn end of the new field element
if @spriteset.timer == 0
update_basic # Change Field Background
all_battle_members.each do |battler|
battler.remove_state(@previous_effect_id) # Remove the field state effect from battler
@log_window.display_auto_affected_status(battler)
@log_window.wait_and_clear
if @spriteset.field_type != "normal" # To Check is original field has element effect
battler.add_state(@spriteset.original_field_state_id) # Add original field state effect to battler
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
end
end
@spriteset.timer = -1 if @spriteset.timer == 0
devil_knight_Battle_Background_change_Scene_Battle_turn_end()
end
#--------------------------------------------------------------------------
# * Use Skill/Item
#--------------------------------------------------------------------------
alias devil_knight_Battle_Background_change_Scene_Battle_use_item use_item
def use_item
item = @subject.current_action.item
@skill_name = item.name # Assign Skill name
devil_knight_Battle_Background_change_Scene_Battle_use_item()
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
include Devil_Knight::Battle_Background_Change
attr_accessor :field_change_active # Is Field Change By Skill Or Not?
attr_accessor :flame # Field Has Flame Element
attr_accessor :water # Field Has Water Element
attr_accessor :ice # Field Has Ice Element
attr_accessor :dark # Field Has Dark Element
attr_accessor oison # Field Has Poison Element
attr_accessor :light # Field Has Light Element
attr_accessor :wind # Field Has Wind Element
attr_accessor :timer # Number Of Turn That Affect Remain
attr_accessor _wall # Original Wall Background
attr_accessor _floor # Original Floor Background
attr_accessor :field_type # Original Field Element
attr_accessor :state_id # State ID that Will Trigger
attr_accessor revious_Affected_Field_type # Name Of Last Skill Used
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_initialize initialize
def initialize
devil_knight_battle_background_change_spriteset_battle_initialize()
@p_floor = @back1_sprite.bitmap # Save Previous Floor
@p_wall = @back2_sprite.bitmap # Save Previous Wall
@field_type = original_field_type # Get Field Element Type
@timer = -1
@state_id = -1
@field_change_active = false
end
#--------------------------------------------------------------------------
# * New Method: Assign State ID to Each Type of Field
#--------------------------------------------------------------------------
def original_field_state_id
return Fields[:area][:flame_state_id] if @field_type == "flame" && Fields[:area][:flame_state_id] != nil
return Fields[:area][:ice_state_id] if @field_type == "ice" && Fields[:area][:ice_state_id] != nil
return Fields[:area][oison_state_id] if @field_type == "poison" && Fields[:area][oison_state_id] != nil
return Fields[:area][:light_state_id] if @field_type == "lighting" && Fields[:area][:light_state_id]
return Fields[:area][:dark_state_id] if @field_type == "dark" && Fields[:area][:dark_state_id] != nil
return Fields[:area][:wind_state_id] if @field_type == "wind" && Fields[:area][:wind_state_id] != nil
return Fields[:area][:water_state_id] if @field_type == "water" && Fields[:area][:water_state_id] != nil
end
#--------------------------------------------------------------------------
# * New Method: Change Battle Field Background
#--------------------------------------------------------------------------
def update_field(skillname)
position = -1
affected_field_type = nil
affected_field_type = find_skill(skillname) # Find If The Skill Affect Original Field
position = find_field(affected_field_type) if affected_field_type != nil # Get The Position Of affected Field, New Field, And State ID For The New Field
# If Flame Skill used On Flame Element Field That Has been Changed By Previous Skill
if @field_change_active && affected_field_type == :field_affect_by_flame && @field_type == "flame"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Ice Skill used On Ice Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_ice && @field_type == "ice"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Dark Skill used On Dark Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_dark && @field_type == "dark"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Poison Skill used On Poison Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_poison && @field_type == "poison"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Light Skill used On Light Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_light && @field_type == "lighting"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Water Skill used On Water Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_water && @field_type == "water"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Wind Skill used On Wind Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_wind && @field_type == "wind"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Ice Element Skill used On Field That Has been Changed By Flame Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_ice && @flame
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Water Element Skill used On Field That Has been Changed By Flame Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_water && @flame
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Flame Element Skill used On Field That Has been Changed By Ice Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_flame && @ice
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Light Element Skill used On Field That Has been Changed By Dark Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_light && @dark
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Dark Element Skill used On Field That Has been Changed By Light Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_dark && @light
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Element Skill used On Field That Has been Changed By same Element Skill
elsif @field_change_active && @previous_affected_field_type == affected_field_type
@timer = 4
return false
# Change Field Element And Background Depend on The Used Skill
elsif position > -1
Graphics.fadeout(30)
change_floor(Fields[affected_field_type][:field_change][position])
change_wall(Fields[affected_field_type][:field_change][position])
@timer = 4
@field_change_active = true
@state_id = Fields[affected_field_type][:state_id][position]
lava_field if affected_field_type == :field_affect_by_flame
ice_field if affected_field_type == :field_affect_by_ice
water_area if affected_field_type == :field_affect_by_water
dark_area if affected_field_type == :field_affect_by_dark
poison_field if affected_field_type == :field_affect_by_poison
lighting_field if affected_field_type == :field_affect_by_light
wind_area if affected_field_type == :field_affect_by_wind
Graphics.fadein(30)
@previous_affected_field_type = affected_field_type
return true
else
return false
end
end
#--------------------------------------------------------------------------
# * New Method: Check Original Field Status
#--------------------------------------------------------------------------
def original_field_type
# Check Original Field In The Flame Field
Fields[:area][:flame_field].each do |flame_field|
if flame_field == battleback1_name || flame_field == battleback2_name
lava_field
return "flame"
end
end
# Check Original Field In The Ice Field
Fields[:area][:ice_field].each do |snow_field|
if snow_field == battleback1_name || snow_field == battleback2_name
ice_field
return "ice"
end
end
# Check Original Field In The Water Field
Fields[:area][:water_area].each do |water|
if water == battleback1_name || water == battleback2_name
water_area
return "water"
end
end
# Check Original Field In The Dark Field
Fields[:area][:dark_area].each do |dark_field|
if dark_field == battleback1_name || dark_field == battleback2_name
dark_area
return "dark"
end
end
# Check Original Field In The Poison Field
Fields[:area][oison_field].each do |poison_area|
if poison_area == battleback1_name || poison_area == battleback2_name
poison_field
return "poison"
end
end
# Check Original Field In The Light Field
Fields[:area][:lighting_field].each do |lighting_area|
if lighting_area == battleback1_name || lighting_area == battleback2_name
lighting_field
return "lighting"
end
end
# Check Original Field In The Wind Field
Fields[:area][:wind_area].each do |wind|
if wind == battleback1_name || wind == battleback2_name
wind_area
return "wind"
end
end
normal_field
return "normal"
end
#--------------------------------------------------------------------------
# * New Method: Change Floor Background To New One
#--------------------------------------------------------------------------
def change_floor(floor)
@back1_sprite.bitmap = Cache.battleback1(floor)
@back1_sprite.z = 0
center_sprite(@back1_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Change Wall Background To New One
#--------------------------------------------------------------------------
def change_wall(wall)
@back2_sprite.bitmap = Cache.battleback1(wall)
@back2_sprite.z = 1
center_sprite(@back2_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Find Used Skill Element
#--------------------------------------------------------------------------
def find_skill(skillname)
# Check Flame Skills Element
Skill[:skill][:flame].each do |flame_skill|
if flame_skill == skillname
return :field_affect_by_flame
end
end
# Check Ice Skills Element
Skill[:skill][:ice].each do |ice_skill|
if ice_skill == skillname
return :field_affect_by_ice
end
end
# Check Poison Skills Element
Skill[:skill][oison].each do |poison_skill|
if poison_skill == skillname
return :field_affect_by_poison
end
end
# Check Water Skills Element
Skill[:skill][:water].each do |water_skill|
if water_skill == skillname
return :field_affect_by_water
end
end
# Check Dark Skills Element
Skill[:skill][:dark].each do |dark_skill|
if dark_skill == skillname
return :field_affect_by_dark
end
end
# Check Light Skills Element
Skill[:skill][:light].each do |light_skill|
if light_skill == skillname
return :field_affect_by_light
end
end
# Check Wind Skills Element
Skill[:skill][:wind].each do |wind_skill|
if wind_skill == skillname
return :field_affect_by_wind
end
end
return nil
end
#--------------------------------------------------------------------------
# * New Method: Find Field That Affect From Skill
#--------------------------------------------------------------------------
def find_field(skill_element)
position = 0
Fields[skill_element][:affected_field].each do |field|
if field == battleback1_name || field == battleback2_name
return position
else
position += 1
end
end
return -1
end
#--------------------------------------------------------------------------
# * New Method: Return Original Floor Background
#--------------------------------------------------------------------------
def return_original_floor
@back1_sprite.bitmap = @p_floor
@back1_sprite.z = 0
center_sprite(@back1_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Return Original Wall Background
#--------------------------------------------------------------------------
def return_original_wall
@back2_sprite.bitmap = @p_wall
@back2_sprite.z = 1
center_sprite(@back2_sprite)
end
#--------------------------------------------------------------------------
# * Update Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_update_battleback1 update_battleback1
def update_battleback1
if @field_change_active == true && @timer == 0
Graphics.fadeout(30)
return_original_floor
else
devil_knight_battle_background_change_spriteset_battle_update_battleback1()
end
end
#--------------------------------------------------------------------------
# * Update Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_update_battleback2 update_battleback2
def update_battleback2
if @field_change_active == true && @timer == 0
return_original_wall
Graphics.fadein(30)
@field_change_active = false
original_field_status
else
devil_knight_battle_background_change_spriteset_battle_update_battleback2
end
end
#--------------------------------------------------------------------------
# * New Method: Return Original Field Status
#--------------------------------------------------------------------------
def original_field_status
normal_field if @field_type == "normal"
lava_field if @field_type == "flame"
ice_field if @field_type == "ice"
poison_field if @field_type == "poison"
lighting_field if @field_type == "lighting"
dark_area if @field_type == "dark"
wind_area if @field_type == "wind"
water_area if @field_type == "water"
end
#==========================================================================
# * New Methods: Field Status
#==========================================================================
#--------------------------------------------------------------------------
# * Normal Field Status
#--------------------------------------------------------------------------
def normal_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Flame Field Status
#--------------------------------------------------------------------------
def lava_field
@flame = true
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Ice Field Status
#--------------------------------------------------------------------------
def ice_field
@flame = false
@water = false
@ice = true
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Poison Field Status
#--------------------------------------------------------------------------
def poison_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = true
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Dark Area Status
#--------------------------------------------------------------------------
def dark_area
@flame = false
@water = false
@ice = false
@dark = true
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Water Area Status
#--------------------------------------------------------------------------
def water_area
@flame = false
@water = true
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Light Field Status
#--------------------------------------------------------------------------
def lighting_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = true
@wind = false
end
#--------------------------------------------------------------------------
# * Wind Area Status
#--------------------------------------------------------------------------
def wind_area
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = true
end
end
Credit and Thanks
- all Members of this community For all help they gave me to do this
Author's Notes
- Any Question I am More Than happy to answer
- Please Feedback because it is really Help
Version. 1.0
Devil Knight
Introduction
This Script allow you to change battle Background depend on skill use and get affected from it
Features
- Easy To use
- You can give each Field State Effect
- You can change whole Background By using skill
How to Use
All Instruction in The Script
Demo
https://www.dropbox.com/s/mew0nd9ol1qskie/Demo%20Battle%20Background%20Change.rar?dl=0
Script
Code:
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Version: 1.0
# Author: Devil Knight
# Date: 24th Sep, 2014
#-------------------------------------------------------------------------------
# Description:
#
# This Script allow you to change battle Background depend on skill use
# and get affected from it
#
#-------------------------------------------------------------------------------
# Instruction:
#
# - In Editablel Region do the following:
#
# - In Skill Section Write The name of the skills that will affect fields
#
# - In Fields area section write the name of fields (wall or floor)
# that will have elemental power with state ID that will accur in those
# fields
#
# - From field_affect_by_flame to field_affect_by_wind write Sections
# the names of the fieldsthat will get affect from skill,
# field that will change to, and the state ID that will accur
# (Note: In each secion the :affected_field, :field_change, and
# :state_id must be in the same order)
#
# - You Can Resist State Effect from feature window in DateBase
# (From Rate => State Resist => State_Name)
#
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module Devil_Knight
module Battle_Background_Change
#---------------------------------------------------------------------
# #
# EDITABLE REGION #
# #
#--------------------------------------------------------------------
#-----------------------------------------------------------------------
# Write All Skill Name That Will Affect Field
#-----------------------------------------------------------------------
Skill =
{
:skill =>
{
:flame => ["Fire"], # Flame Skills
:ice => ["Ice"], # Ice Skills
oison => ["Poison Cloud"], # Poison Skills
:dark => ["Dark Cloud"], # Dark Skills
:water => ["Water"], # Water Skills
:light => ["Saint", "Shock"], # Light Skills
:wind => ["Wind"], # Wind Skills
},
}
#-----------------------------------------------------------------------
# Write All Fields Name That Will Be Affect (Name of Wall or Floor)
#-----------------------------------------------------------------------
Fields =
{
#Fields Elements
:area =>
{
:flame_field => ["Lava2", "LavaCave"], # Fields That Have Flame Element
:flame_state_id => 26, # Original Flame Field State ID
:ice_field => ["Snow", "Snowfield"], # Fields That Have Ice Element
:ice_state_id => 27, # Original Ice Field State ID
oison_field => ["PoisonSwamp"], # Fields That Have Poison Element
oison_state_id => 2, # Original Poison Field State ID
:lighting_field => [nil], # Fields That Have Light Element
:light_state_id => 7, # Original Light area State ID
:water_area => ["Sea"], # Fields That Have Water Element
:water_state_id => nil, # Original Water area State ID
:dark_area => ["DarkSpace"], # Fields That Have Dark Element
:dark_state_id => 3, # Original Dark Area State ID
:wind_area => [nil], # Fields That Have Wind Element
:wind_state_id => nil, # Original Wind Area State ID
},
# Fields That will Affect From Flame Skills
:field_affect_by_flame =>
{
:affected_field => ["Grassland", "Snowfield"], # Fields That Will Affect From Flame
# | |
# V V
:field_change => ["LavaCave", "Grassland"], # Fields That Will Change To
# | |
# V V
:state_id => [ 26, nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Ice Skills
:field_affect_by_ice =>
{
:affected_field => ["Grassland", "LavaCave", "Lava2"], # Fields That Will Affect From Ice
# | |
# V V
:field_change => ["Snowfield", "Grassland", "Grassland"], # Fields That Will Change To
# | |
# V V
:state_id => [ 27, nil , nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Poison Skills
:field_affect_by_poison =>
{
:affected_field => ["Grassland"], # Fields That Will Affect From Poison
# |
# V
:field_change => ["PoisonSwamp"], # Fields That Will Change To
# |
# V
:state_id => [ 2], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Dark Skills
:field_affect_by_dark =>
{
:affected_field => ["Grassland", "Snowfield"], # Fields That Will Affect From Dark
# | |
# V V
:field_change => ["DarkSpace", "DarkSpace"], # Fields That Will Change To
# | |
# V V
:state_id => [ 3, 3 ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Water Skills
:field_affect_by_water =>
{
:affected_field => ["LavaCave"], # Fields That Will Affect From Water
# |
# V
:field_change => ["Lava1"], # Fields That Will Change To
# |
# V
:state_id => [ nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Light Skills
:field_affect_by_light =>
{
:affected_field => ["DarkSpace"], # Fields That Will Affect From Light
# |
# V
:field_change => ["Road1"], # Fields That Will Change To
# |
# V
:state_id => [ nil ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
# Fields That will Affect From Wind Skills
:field_affect_by_wind =>
{
:affected_field => ["Sand", "Desert"], # Fields That Will Affect From Wind
# |
# V
:field_change => ["Sand", "Desert"], # Fields That Will Change To
# |
# V
:state_id => [ 3, 3 ], # State ID Trigger Depend on Field Change To (Take The State From State Menu)
},
}
#---------------------------------------------------------------------
# #
# End Of EDITABLE REGION #
# #
#--------------------------------------------------------------------
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
include Devil_Knight::Battle_Background_Change
attr_accessor :skill_name # Skill that has Been Used
attr_accessor revious_effect_id # Last State ID Has Been Trigger
attr_accessor :battle_start_state_trigger # To Apply Field State Effect At Battle Start
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
alias devil_knight_Battle_background_change_Scene_Battle_start start
def start
devil_knight_Battle_background_change_Scene_Battle_start()
@battle_start_state_trigger = false # The state of original field did not active
end
#--------------------------------------------------------------------------
# * Event Processing
#--------------------------------------------------------------------------
alias devil_knight_Battle_background_change_Scene_Battle_process_event process_event
def process_event
if @spriteset.field_type != "normal" && @battle_start_state_trigger == false
all_battle_members.each do |battler|
battler.add_state(@spriteset.original_field_state_id) # Add the state of original field
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
@battle_start_state_trigger = true # The state of original field has activated
end
devil_knight_Battle_background_change_Scene_Battle_process_event()
end
#--------------------------------------------------------------------------
# * Battle Action Processing
#--------------------------------------------------------------------------
def process_action
return if scene_changing?
if !@subject || !@subject.current_action
@subject = BattleManager.next_subject
end
return turn_end unless @subject
if @subject.current_action
@subject.current_action.prepare
if @subject.current_action.valid?
@status_window.open
execute_action
skill_effect(@skill_name) # Call the new method
end
@subject.remove_current_action
end
process_action_end unless @subject.current_action
end
#--------------------------------------------------------------------------
# * New Method: Skill Effect
#--------------------------------------------------------------------------
def skill_effect(skill_name)
if @spriteset.update_field(skill_name) # To check is there any change need to do
all_battle_members.each do |battler|
if battler.alive? && @spriteset.state_id == nil # To check is the used skill element oppose the original field element
battler.remove_state(@spriteset.original_field_state_id) # Remove the original field state effect from battler
@log_window.display_removed_states(battler)
@log_window.wait_and_clear
elsif battler.alive? && @spriteset.state_id != nil # If used skill element does not oppose the original filed element
if @spriteset.state_id != @spriteset.original_field_state_id # To check is the used skill element same as original field element
battler.remove_state(@spriteset.original_field_state_id) # Remove the original field state effect from battler
@log_window.display_removed_states(battler)
@log_window.wait_and_clear
end
battler.add_state(@spriteset.state_id) # Add new field state affect to battler
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
if battler.alive? && @previous_effect_id != nil # Remove the field state effect from battler
battler.remove_state(@previous_effect_id)
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
end
@previous_effect_id = @spriteset.state_id # Assign the last state affect has been used
end
end
#--------------------------------------------------------------------------
# * End Turn
#--------------------------------------------------------------------------
alias devil_knight_Battle_Background_change_Scene_Battle_turn_end turn_end
def turn_end
@spriteset.timer -= 1 if @spriteset.timer > 0 # Number of turn end of the new field element
if @spriteset.timer == 0
update_basic # Change Field Background
all_battle_members.each do |battler|
battler.remove_state(@previous_effect_id) # Remove the field state effect from battler
@log_window.display_auto_affected_status(battler)
@log_window.wait_and_clear
if @spriteset.field_type != "normal" # To Check is original field has element effect
battler.add_state(@spriteset.original_field_state_id) # Add original field state effect to battler
@log_window.display_affected_status(battler, nil)
@log_window.wait_and_clear
end
end
end
@spriteset.timer = -1 if @spriteset.timer == 0
devil_knight_Battle_Background_change_Scene_Battle_turn_end()
end
#--------------------------------------------------------------------------
# * Use Skill/Item
#--------------------------------------------------------------------------
alias devil_knight_Battle_Background_change_Scene_Battle_use_item use_item
def use_item
item = @subject.current_action.item
@skill_name = item.name # Assign Skill name
devil_knight_Battle_Background_change_Scene_Battle_use_item()
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
class Spriteset_Battle
include Devil_Knight::Battle_Background_Change
attr_accessor :field_change_active # Is Field Change By Skill Or Not?
attr_accessor :flame # Field Has Flame Element
attr_accessor :water # Field Has Water Element
attr_accessor :ice # Field Has Ice Element
attr_accessor :dark # Field Has Dark Element
attr_accessor oison # Field Has Poison Element
attr_accessor :light # Field Has Light Element
attr_accessor :wind # Field Has Wind Element
attr_accessor :timer # Number Of Turn That Affect Remain
attr_accessor _wall # Original Wall Background
attr_accessor _floor # Original Floor Background
attr_accessor :field_type # Original Field Element
attr_accessor :state_id # State ID that Will Trigger
attr_accessor revious_Affected_Field_type # Name Of Last Skill Used
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_initialize initialize
def initialize
devil_knight_battle_background_change_spriteset_battle_initialize()
@p_floor = @back1_sprite.bitmap # Save Previous Floor
@p_wall = @back2_sprite.bitmap # Save Previous Wall
@field_type = original_field_type # Get Field Element Type
@timer = -1
@state_id = -1
@field_change_active = false
end
#--------------------------------------------------------------------------
# * New Method: Assign State ID to Each Type of Field
#--------------------------------------------------------------------------
def original_field_state_id
return Fields[:area][:flame_state_id] if @field_type == "flame" && Fields[:area][:flame_state_id] != nil
return Fields[:area][:ice_state_id] if @field_type == "ice" && Fields[:area][:ice_state_id] != nil
return Fields[:area][oison_state_id] if @field_type == "poison" && Fields[:area][oison_state_id] != nil
return Fields[:area][:light_state_id] if @field_type == "lighting" && Fields[:area][:light_state_id]
return Fields[:area][:dark_state_id] if @field_type == "dark" && Fields[:area][:dark_state_id] != nil
return Fields[:area][:wind_state_id] if @field_type == "wind" && Fields[:area][:wind_state_id] != nil
return Fields[:area][:water_state_id] if @field_type == "water" && Fields[:area][:water_state_id] != nil
end
#--------------------------------------------------------------------------
# * New Method: Change Battle Field Background
#--------------------------------------------------------------------------
def update_field(skillname)
position = -1
affected_field_type = nil
affected_field_type = find_skill(skillname) # Find If The Skill Affect Original Field
position = find_field(affected_field_type) if affected_field_type != nil # Get The Position Of affected Field, New Field, And State ID For The New Field
# If Flame Skill used On Flame Element Field That Has been Changed By Previous Skill
if @field_change_active && affected_field_type == :field_affect_by_flame && @field_type == "flame"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Ice Skill used On Ice Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_ice && @field_type == "ice"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Dark Skill used On Dark Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_dark && @field_type == "dark"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Poison Skill used On Poison Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_poison && @field_type == "poison"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Light Skill used On Light Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_light && @field_type == "lighting"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Water Skill used On Water Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_water && @field_type == "water"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Wind Skill used On Wind Element Field That Has been Changed By Previous Skill
elsif @field_change_active && affected_field_type == :field_affect_by_wind && @field_type == "wind"
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = original_field_state_id
return true
# If Ice Element Skill used On Field That Has been Changed By Flame Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_ice && @flame
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Water Element Skill used On Field That Has been Changed By Flame Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_water && @flame
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Flame Element Skill used On Field That Has been Changed By Ice Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_flame && @ice
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Light Element Skill used On Field That Has been Changed By Dark Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_light && @dark
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Dark Element Skill used On Field That Has been Changed By Light Element Skill
elsif @field_change_active && affected_field_type == :field_affect_by_dark && @light
Graphics.fadeout(30)
return_original_floor
return_original_wall
Graphics.fadein(30)
@timer = -1
@field_change_active = false
@state_id = nil
return true
# If Element Skill used On Field That Has been Changed By same Element Skill
elsif @field_change_active && @previous_affected_field_type == affected_field_type
@timer = 4
return false
# Change Field Element And Background Depend on The Used Skill
elsif position > -1
Graphics.fadeout(30)
change_floor(Fields[affected_field_type][:field_change][position])
change_wall(Fields[affected_field_type][:field_change][position])
@timer = 4
@field_change_active = true
@state_id = Fields[affected_field_type][:state_id][position]
lava_field if affected_field_type == :field_affect_by_flame
ice_field if affected_field_type == :field_affect_by_ice
water_area if affected_field_type == :field_affect_by_water
dark_area if affected_field_type == :field_affect_by_dark
poison_field if affected_field_type == :field_affect_by_poison
lighting_field if affected_field_type == :field_affect_by_light
wind_area if affected_field_type == :field_affect_by_wind
Graphics.fadein(30)
@previous_affected_field_type = affected_field_type
return true
else
return false
end
end
#--------------------------------------------------------------------------
# * New Method: Check Original Field Status
#--------------------------------------------------------------------------
def original_field_type
# Check Original Field In The Flame Field
Fields[:area][:flame_field].each do |flame_field|
if flame_field == battleback1_name || flame_field == battleback2_name
lava_field
return "flame"
end
end
# Check Original Field In The Ice Field
Fields[:area][:ice_field].each do |snow_field|
if snow_field == battleback1_name || snow_field == battleback2_name
ice_field
return "ice"
end
end
# Check Original Field In The Water Field
Fields[:area][:water_area].each do |water|
if water == battleback1_name || water == battleback2_name
water_area
return "water"
end
end
# Check Original Field In The Dark Field
Fields[:area][:dark_area].each do |dark_field|
if dark_field == battleback1_name || dark_field == battleback2_name
dark_area
return "dark"
end
end
# Check Original Field In The Poison Field
Fields[:area][oison_field].each do |poison_area|
if poison_area == battleback1_name || poison_area == battleback2_name
poison_field
return "poison"
end
end
# Check Original Field In The Light Field
Fields[:area][:lighting_field].each do |lighting_area|
if lighting_area == battleback1_name || lighting_area == battleback2_name
lighting_field
return "lighting"
end
end
# Check Original Field In The Wind Field
Fields[:area][:wind_area].each do |wind|
if wind == battleback1_name || wind == battleback2_name
wind_area
return "wind"
end
end
normal_field
return "normal"
end
#--------------------------------------------------------------------------
# * New Method: Change Floor Background To New One
#--------------------------------------------------------------------------
def change_floor(floor)
@back1_sprite.bitmap = Cache.battleback1(floor)
@back1_sprite.z = 0
center_sprite(@back1_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Change Wall Background To New One
#--------------------------------------------------------------------------
def change_wall(wall)
@back2_sprite.bitmap = Cache.battleback1(wall)
@back2_sprite.z = 1
center_sprite(@back2_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Find Used Skill Element
#--------------------------------------------------------------------------
def find_skill(skillname)
# Check Flame Skills Element
Skill[:skill][:flame].each do |flame_skill|
if flame_skill == skillname
return :field_affect_by_flame
end
end
# Check Ice Skills Element
Skill[:skill][:ice].each do |ice_skill|
if ice_skill == skillname
return :field_affect_by_ice
end
end
# Check Poison Skills Element
Skill[:skill][oison].each do |poison_skill|
if poison_skill == skillname
return :field_affect_by_poison
end
end
# Check Water Skills Element
Skill[:skill][:water].each do |water_skill|
if water_skill == skillname
return :field_affect_by_water
end
end
# Check Dark Skills Element
Skill[:skill][:dark].each do |dark_skill|
if dark_skill == skillname
return :field_affect_by_dark
end
end
# Check Light Skills Element
Skill[:skill][:light].each do |light_skill|
if light_skill == skillname
return :field_affect_by_light
end
end
# Check Wind Skills Element
Skill[:skill][:wind].each do |wind_skill|
if wind_skill == skillname
return :field_affect_by_wind
end
end
return nil
end
#--------------------------------------------------------------------------
# * New Method: Find Field That Affect From Skill
#--------------------------------------------------------------------------
def find_field(skill_element)
position = 0
Fields[skill_element][:affected_field].each do |field|
if field == battleback1_name || field == battleback2_name
return position
else
position += 1
end
end
return -1
end
#--------------------------------------------------------------------------
# * New Method: Return Original Floor Background
#--------------------------------------------------------------------------
def return_original_floor
@back1_sprite.bitmap = @p_floor
@back1_sprite.z = 0
center_sprite(@back1_sprite)
end
#--------------------------------------------------------------------------
# * New Method: Return Original Wall Background
#--------------------------------------------------------------------------
def return_original_wall
@back2_sprite.bitmap = @p_wall
@back2_sprite.z = 1
center_sprite(@back2_sprite)
end
#--------------------------------------------------------------------------
# * Update Battle Background (Floor) Sprite
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_update_battleback1 update_battleback1
def update_battleback1
if @field_change_active == true && @timer == 0
Graphics.fadeout(30)
return_original_floor
else
devil_knight_battle_background_change_spriteset_battle_update_battleback1()
end
end
#--------------------------------------------------------------------------
# * Update Battle Background (Wall) Sprite
#--------------------------------------------------------------------------
alias devil_knight_battle_background_change_spriteset_battle_update_battleback2 update_battleback2
def update_battleback2
if @field_change_active == true && @timer == 0
return_original_wall
Graphics.fadein(30)
@field_change_active = false
original_field_status
else
devil_knight_battle_background_change_spriteset_battle_update_battleback2
end
end
#--------------------------------------------------------------------------
# * New Method: Return Original Field Status
#--------------------------------------------------------------------------
def original_field_status
normal_field if @field_type == "normal"
lava_field if @field_type == "flame"
ice_field if @field_type == "ice"
poison_field if @field_type == "poison"
lighting_field if @field_type == "lighting"
dark_area if @field_type == "dark"
wind_area if @field_type == "wind"
water_area if @field_type == "water"
end
#==========================================================================
# * New Methods: Field Status
#==========================================================================
#--------------------------------------------------------------------------
# * Normal Field Status
#--------------------------------------------------------------------------
def normal_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Flame Field Status
#--------------------------------------------------------------------------
def lava_field
@flame = true
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Ice Field Status
#--------------------------------------------------------------------------
def ice_field
@flame = false
@water = false
@ice = true
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Poison Field Status
#--------------------------------------------------------------------------
def poison_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = true
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Dark Area Status
#--------------------------------------------------------------------------
def dark_area
@flame = false
@water = false
@ice = false
@dark = true
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Water Area Status
#--------------------------------------------------------------------------
def water_area
@flame = false
@water = true
@ice = false
@dark = false
@poison = false
@light = false
@wind = false
end
#--------------------------------------------------------------------------
# * Light Field Status
#--------------------------------------------------------------------------
def lighting_field
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = true
@wind = false
end
#--------------------------------------------------------------------------
# * Wind Area Status
#--------------------------------------------------------------------------
def wind_area
@flame = false
@water = false
@ice = false
@dark = false
@poison = false
@light = false
@wind = true
end
end
Credit and Thanks
- all Members of this community For all help they gave me to do this
Author's Notes
- Any Question I am More Than happy to answer
- Please Feedback because it is really Help
Features Mentioned
- Easy To use
- You can give each Field State Effect
- You can change whole Background By using skill
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Credit and Thanks - all Members of this community For all help they gave me to do this Author's Notes - Any Question I am More Than happy to answer
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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