Code:
 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Â Â Â Â Â Â Â Â Â Â Â Condition Battle Background Change
# Â Â Â Â Â Â Â Â Â Â Â Version: 1.0
# Â Â Â Â Â Â Â Â Â Â Â Author: Devil Knight
#            Date: 24th  Sep, 2014
#-------------------------------------------------------------------------------
# Description:
#
# Â Â Â This Script allow you to change battle Background depend on skill useÂ
# Â Â Â Â and get affected from it
#
#-------------------------------------------------------------------------------
# Instruction:
#
# Â Â - In Editablel Region do the following:
# Â Â Â Â
# Â Â Â - In Skill Section Write The name of the skills that will affect fields
#
# Â Â Â - In Fields area section write the name of fields (wall or floor) Â
# Â Â Â Â that will have elemental power with state ID that will accur in those
# Â Â Â Â fields
#
# Â Â Â - From field_affect_by_flame to field_affect_by_wind write SectionsÂ
# Â Â Â Â the names of the fieldsthat will get affect from skill,Â
# Â Â Â Â field that will change to, and the state ID that will accurÂ
# Â Â Â Â (Note: In each secion the :affected_field, :field_change, andÂ
# Â Â Â Â Â Â :state_id must be in the same order)
#
# Â Â - You Can Resist State Effect from feature window in DateBaseÂ
#    (From Rate  =>  State Resist  =>  State_Name)
#
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module Devil_Knight
 module Battle_Background_Change
  Â
  #--------------------------------------------------------------------- Â
  #                                 #
  #          EDITABLE REGION                #
  #                                 #
  #--------------------------------------------------------------------
  #-----------------------------------------------------------------------
  # Write All Skill Name That Will Affect Field
  #-----------------------------------------------------------------------
  Skill  =Â
  {
     :skill   => Â
        {
                :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  =Â
  {
    Â
#Fields ElementsÂ
     :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
     },
     Â
     # Fields That will Affect From Flame Skills
     :field_affect_by_flame =>Â
     {
      :affected_field  =>  ["Grassland", "Snowfield"], # Fields That Will Affect From FlameÂ
      #             |        |
      #             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 =>Â
     {
      :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 =>Â
     {
      :affected_field  =>  ["Grassland"],    # Fields That Will Affect From Poison
      #             |       Â
      #             V       Â
      :field_change   =>  ["PoisonSwamp"],   # Fields That Will Change To
      #             |
      #             V       Â
      :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 =>Â
     {
      :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 =>Â
     {
      :affected_field  =>  ["LavaCave"], # Fields That Will Affect From Water
      #             |
      #             V       Â
      :field_change   =>  ["Lava1"],   # Fields That Will Change To
      #             |       Â
      #             V       Â
      :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 =>Â
     {
      :affected_field  =>  ["DarkSpace"],  # Fields That Will Affect From Light
      #             |       Â
      #             V       Â
      :field_change   =>  ["Road1"],  # Fields That Will Change To
      #             |       Â
      #             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 =>Â
     {
      :affected_field  =>  ["Sand", "Desert"], # Fields That Will Affect From Wind
      #             |Â
      #             V       Â
      :field_change   =>  ["Sand", "Desert"], # Fields That Will Change To
      #             |
      #             V       Â
      :state_id     =>  [  3,     3  ],  # State ID Trigger Depend on Field Change To (Take The State From State Menu)
     },
     Â
  }
  #--------------------------------------------------------------------- Â
  #                                 #
  #          End Of EDITABLE REGION             #
  #                                 #
  #--------------------------------------------------------------------
 end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# Â This class performs battle screen processing.
#==============================================================================
Â
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 elementÂ
      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)Â
       @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 Â
   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 Â
     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 Â
  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
#------------------------------------------------------------------------------
# Â This class brings together battle screen sprites. It's used within the
# Scene_Battle class.
#==============================================================================
Â
class Spriteset_Battle
 include Devil_Knight::Battle_Background_Change
 Â
 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  Â
 attr_accessor  :state_id            #  State ID that Will TriggerÂ
 attr_accessor  revious_Affected_Field_type  # Name Of Last Skill Used
 Â
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 alias devil_knight_battle_background_change_spriteset_battle_initialize  initializeÂ
 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 Â
  @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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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 > -1Â
   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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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"Â
   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 == skillnameÂ
    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
 #==========================================================================Â
 #--------------------------------------------------------------------------
 # * Normal Field Status
 #--------------------------------------------------------------------------Â
 def normal_field
  @flame   = false
  @water   = false
  @ice    = false
  @dark   = false
  @poison  = false
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Flame Field Status
 #--------------------------------------------------------------------------Â
 def lava_field
  @flame   = true
  @water   = false
  @ice    = false
  @dark   = false
  @poison  = false
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Ice Field Status
 #--------------------------------------------------------------------------Â
 def ice_field
  @flame   = false
  @water   = false
  @ice    = true
  @dark   = false
  @poison  = false
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Poison Field Status
 #--------------------------------------------------------------------------Â
 def poison_field
  @flame   = false
  @water   = false
  @ice    = false
  @dark   = false
  @poison  = true
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Dark Area Status
 #--------------------------------------------------------------------------Â
 def dark_area
  @flame   = false
  @water   = false
  @ice    = false
  @dark   = true
  @poison  = false
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Water Area Status
 #--------------------------------------------------------------------------Â
 def water_area
  @flame   = false
  @water   = true
  @ice    = false
  @dark   = false
  @poison  = false
  @light   = false
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Light Field Status
 #--------------------------------------------------------------------------Â
 def lighting_field
  @flame   = false
  @water   = false
  @ice    = false
  @dark   = false
  @poison  = false
  @light   = true
  @wind   = false
 end
 #--------------------------------------------------------------------------
 # * Wind Area Status
 #--------------------------------------------------------------------------Â
 def wind_area
  @flame   = false
  @water   = false
  @ice    = false
  @dark   = false
  @poison  = false
  @light   = false
  @wind   = true
 end
end
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