=begin
#################################################
# Map Battlebacks #
# By ThePhantomCorrector #
#################################################
Insert above main.
Give credit to me, ThePhantomCorrector, and bulletxt for helping with this script.
=end
#Change the switch ID here. It's default is switch 1.
DEFAULT_BATTLEBACK = 1
class Spriteset_Map
def create_viewports
@viewport1 = Viewport.new(0, 0, 544, 416)
@viewport2 = Viewport.new(0, 0, 544, 416)
@viewport3 = Viewport.new(0, 0, 544, 416)
@viewport2.z = 50
@viewport3.z = 100
@viewport4 = Viewport.new(0, 0, 544, 416)
end
end
class Scene_Map
alias endmap terminate
def terminate
if $game_switches[DEFAULT_BATTLEBACK]
endmap
return
end
super
snapshot_for_background
@spriteset.dispose
@message_window.dispose
if $scene.is_a?(Scene_Battle)
perform_battle_transition
end
end
end
class Spriteset_Battle
alias return_battleback create_battleback
alias return_enemies create_enemies
alias return_actors create_actors
def create_battleback
if $game_switches[DEFAULT_BATTLEBACK]
return_battleback
return
end
source = $game_temp.background_bitmap
bitmap = Bitmap.new(544, 416)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
@battleback_sprite = Sprite.new(@viewport4)
@battleback_sprite.bitmap = bitmap
@battleback_sprite.ox = 320
@battleback_sprite.oy = 240
@battleback_sprite.x = 320
@battleback_sprite.y = 240
end
def create_enemies
if $game_switches[DEFAULT_BATTLEBACK]
return_enemies
return
end
@enemy_sprites = []
for enemy in $game_troop.members.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport4, enemy))
end
end
def create_actors
if $game_switches[DEFAULT_BATTLEBACK]
return_actors
return
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport4))
@actor_sprites.push(Sprite_Battler.new(@viewport4))
@actor_sprites.push(Sprite_Battler.new(@viewport4))
@actor_sprites.push(Sprite_Battler.new(@viewport4))
end
end