#==============================================================================
# +++ MOG - Battleback EX (v2.3) +++
#==============================================================================
# By Moghunter
# [url]https://atelierrgss.wordpress.com/[/url]
#==============================================================================
# Adiciona efeitos animados nos battlebacks e camadas infinitas.
#==============================================================================
# ● UTILIZAÇÃO
#==============================================================================
# Use os códigos abaixo através do comando chamar script.
# NOTA - Os códigos podem ser usados no meio da batalha.
#
# bb(LAYER_ID ,EFFECT ,POWER A, POWER B , BLENDY_TYPE , SCREEN_Z, FADE_SPEED )
#
# TYPE = 0...4
#
# 0 = Efeito slide
# 1 = Efeito wave
# 2 = Normal
# 3 = Battleback animado por frames.
# 4 = Perspective (Battle Camera)
#
# POWER 1
#
# Velocidade de deslize na horizontal no efeito SLIDE.
# Area de distorção no efeito WAVE. (de 0 a 20)
#
# POWER 2
#
# Velocidade de deslize na vertical no efeito SLIDE.
# Velocidade de distorção do efeito WAVE.
# Velocidade de animação no efeito 2.
#
# BLENDY_TYPE (Opcional)
# Efeito de blendy de 0 a 2
#
# SCREEN_Z (Opcional)
# Posição Z da camada. (Valores acima de 100 ficam acima dos battlers)
#
# FADE_SPEED Opcional (Opcional)
# Velocidade de Fade. (0 = Desativar)
#
#
# Exemplo.
#
# bb(1,1,20,20)
#
#==============================================================================
# ● Cancelar o Efeito.
#==============================================================================
# Para cancelar o efeito use o código abaixo.
#
# bb_clear
#
#==============================================================================
# Efeito de animação por frames. (Efeito tipo 3)
#==============================================================================
# Para ativar o efeito de animação por frames é necessário ter e nomear os
# arquivos da seguinte forma.
#
# Picture_Name.png (A imagem que deve ser escolhida no comando do evento.)
# Picture_Name0.png
# Picture_Name1.png
# Picture_Name2.png
# Picture_Name3.png
# Picture_Name4.png
# ...
#==============================================================================
# DEFININDO MULTIPLAS CAMADAS (Acima de 2 camadas - Padrão)
#==============================================================================
# Para ativar camadas extras utilize o código abaixo.
#
# bb_name(LAYER_ID ,FILE_NAME)
#
# LAYER_ID = ID da Camada
# FILE_NAME = Nome do arquivo
#
# Exemplo
#
#
# bb_name(1,"BlueSky")
# bb_name(2,"Fog_03")
# bb_name(3,"Grassland_01B")
# bb_name(4,"Fog_02")
# ...
#
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 2.3 - Adição do modo perspective.
# v 2.2 - Compatibilidade com MOG Battle Camera.
# v 2.1 - Melhoria no sistema de bitmap.
# v 2.0 - Função do Battleback Animado por frames.
#==============================================================================
module MOG_BATTLEBACK_EX
# Definição da posição Z do Battleback (Apenas para ajustes de compatibilidade)
# É possível modificar o valor no meio do jogo usando o código abaixo.
#
# bb_screen_z(X)
#
SCREEN_Z = 0
end
$imported = {} if $imported.nil?
$imported[:mog_battleback_ex] = true
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :bb_fade_duration
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_bb_ex_initialize_temp initialize
def initialize
@bb_fade_duration = [0 , true]
mog_bb_ex_initialize_temp
end
end
#==============================================================================
# ■ Game System
#==============================================================================
class Game_System
attr_accessor :bb_data
attr_accessor :bb_name
attr_accessor :bb_screen_z
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_bb_ex_initialize initialize
def initialize
@bb_data = [] ; @bb_name = [] ; @bb_screen_z = MOG_BATTLEBACK_EX::SCREEN_Z
mog_bb_ex_initialize
end
end
#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_bb_ex_initialize initialize
def initialize
$game_temp.bb_fade_duration = [0,false] ; @back_sprite_ex = []
@bba_bitmap = [] ; @bba_frames = [] ; @bb_data = []
mog_bb_ex_initialize
create_battleback_ex
update
end
#--------------------------------------------------------------------------
# ● Create Battkeback EX
#--------------------------------------------------------------------------
def create_battleback_ex
$game_system.bb_name.each_with_index do |bb, index|
create_bbex_sprite(bb, index) if bb != nil and !bb.empty?
end
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_bb_exm_dispose dispose
def dispose
dispose_battleback_ex
mog_bb_exm_dispose
end
#--------------------------------------------------------------------------
# ● Dispose Batleback1
#--------------------------------------------------------------------------
alias mog_bb_ex_dispose_battleback1 dispose_battleback1
def dispose_battleback1
mog_bb_ex_dispose_battleback1
dispose_battleback_ex ; dispose_sprites_a(0)
end
#--------------------------------------------------------------------------
# ● Dispose Batleback2
#--------------------------------------------------------------------------
alias mog_bb_ex_dispose_battleback2 dispose_battleback2
def dispose_battleback2
mog_bb_ex_dispose_battleback2
dispose_sprites_a(1)
end
#--------------------------------------------------------------------------
# ● Dispose Battleback
#--------------------------------------------------------------------------
def dispose_battleback_ex
return if @back_sprite_ex == nil
@back_sprite_ex.compact.each_with_index {|sprite,index|
sprite.bitmap.dispose rescue nil ; sprite.dispose; dispose_sprites_a(index)}
end
#--------------------------------------------------------------------------
# ● Disposes Sprites A
#--------------------------------------------------------------------------
def dispose_sprites_a(type)
@bba_bitmap[type].each {|sprite| sprite.dispose } if @bba_bitmap[type]
@bba_bitmap[type] = nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_bb_ex_update update
def update
update_battleback_transition
mog_bb_ex_update
end
#--------------------------------------------------------------------------
# ● Update Battleback Transition
#--------------------------------------------------------------------------
def update_battleback_transition
@back_sprite_ex.each_with_index {|sprite,index| update_battleback_ex(index,@back1_sprite.opacity) }
return if $game_temp.bb_fade_duration[0] == 0
if $game_temp.bb_fade_duration[1]
$game_temp.bb_fade_duration = [0 , false] ; refresh_bb_ex
@back1_sprite.opacity = 255 if @back1_sprite != nil
end
$game_temp.bb_fade_duration[0] -= 1
case $game_temp.bb_fade_duration[0]
when 129..300
@back1_sprite.opacity -= 2 if @back1_sprite != nil
when 1..128
if $game_temp.bb_fade_duration[0] == 128
refresh_bb_ex
@back1_sprite.opacity = 0 if @back1_sprite != nil
end
@back1_sprite.opacity += 2 if @back1_sprite != nil
else
@back1_sprite.opacity = 255 if @back1_sprite != nil
end
@back2_sprite.opacity = @back1_sprite.opacity if @back2_sprite != nil
end
#--------------------------------------------------------------------------
# ● Refresh Battleback EX
#--------------------------------------------------------------------------
def refresh_bb_ex
dispose_battleback1 ; dispose_battleback2 ; dispose_battleback_ex
create_battleback1 ; create_battleback2 ; create_battleback_ex
end
#--------------------------------------------------------------------------
# ● Create_Battleback1
#--------------------------------------------------------------------------
def create_battleback1
dispose_sprites_a(0) ; @bb_data[0] = [] if @bb_data[0] == nil
$game_system.bb_data[0] = [] if $game_system.bb_data[0] == nil
if !$game_system.bb_data[0].empty? ; create_bb1_ex ; return ; end
c_normal_sprite(0)
end
#--------------------------------------------------------------------------
# ● Create_battleback2
#--------------------------------------------------------------------------
def create_battleback2
dispose_sprites_a(1) ; @bb_data[1] = [] if @bb_data[1] == nil
$game_system.bb_data[1] = [] if $game_system.bb_data[1] == nil
if !$game_system.bb_data[1].empty? ; create_bb2_ex ; return ; end
c_normal_sprite(1)
end
#--------------------------------------------------------------------------
# ● Dispose BB EX
#--------------------------------------------------------------------------
def dispose_bb_ex(type)
sprite = set_current_battleback(type)
return if sprite == nil
sprite.bitmap.dispose rescue nil ; sprite.dispose ; sprite = nil
dispose_sprites_a(type)
end
#--------------------------------------------------------------------------
# ● Set Current Battleback
#--------------------------------------------------------------------------
def set_current_battleback(type)
return @back1_sprite if type == 0
return @back2_sprite if type == 1
return @back_sprite_ex[type] if type >= 2
end
#--------------------------------------------------------------------------
# ● Set Current BB Name
#--------------------------------------------------------------------------
def set_current_bb_name(type)
return battleback1_name if type == 0
return battleback2_name if type == 1
return $game_system.bb_name[type] if type >= 2
end
#--------------------------------------------------------------------------
# ● Set Current Bitmap
#--------------------------------------------------------------------------
def set_current_bitmap(type)
return battleback1_bitmap if type == 0
return battleback2_bitmap if type == 1
if type >= 2
if @back_sprite_ex[type].bitmap == nil
return Cache.battleback2($game_system.bb_name[type])
else
return @back_sprite_ex[type].bitmap
end
end
end
#--------------------------------------------------------------------------
# ● Create BB 1 EX
#--------------------------------------------------------------------------
def create_bb1_ex
clear_base_bb_ex(0)
if set_current_bb_name(0) == nil ; c_normal_sprite(0) ; return ; end
@bb_data1_oxy = [0,0]
case $game_system.bb_data[0][0]
when 0
@back1_sprite = Plane.new(@viewport1)
@back1_sprite.bitmap = battleback1_bitmap
stretch_battleback(@back1_sprite) if $imported[:mog_battle_camera]
when 1
@back1_sprite = Sprite.new(@viewport1) ; set_bb_wave(0)
center_sprite_wave(@back1_sprite,0)
when 2
@back1_sprite = Sprite.new(@viewport1)
set_animated_bb(0,@back1_sprite, battleback1_bitmap,$game_system.bb_data[0][1])
center_sprite(@back1_sprite)
else ; c_normal_sprite(0)
end
@bb_data[0] = $game_system.bb_data[0] ; set_data_misc(0)
@back1_sprite.z = $game_system.bb_screen_z + @bb_data[0][4]
@back1_sprite.blend_type = @bb_data[0][3]
if $imported[:mog_battle_camera]
@bb_data1_oxy[0] = (@back1_sprite.bitmap.width - Graphics.width) / 2
@bb_data1_oxy[1] = (@back1_sprite.bitmap.width - Graphics.width) / 2
end
end
#--------------------------------------------------------------------------
# ● Create BB 2 EX
#--------------------------------------------------------------------------
def create_bb2_ex
clear_base_bb_ex(1)
if set_current_bb_name(1) == nil ; c_normal_sprite(1) ; return ; end
@bb_data2_oxy = [0,0]
case $game_system.bb_data[1][0]
when 0
@back2_sprite = Plane.new(@viewport1)
@back2_sprite.bitmap = battleback2_bitmap
stretch_battleback(@back2_sprite) if $imported[:mog_battle_camera]
when 1
@back2_sprite = Sprite.new(@viewport1) ; set_bb_wave(1)
center_sprite_wave(@back2_sprite,1)
when 2
@back2_sprite = Sprite.new(@viewport1)
set_animated_bb(1,@back2_sprite,battleback2_bitmap,$game_system.bb_data[1][1])
center_sprite(@back2_sprite)
else ; c_normal_sprite(1)
end
@bb_data[1] = $game_system.bb_data[1] ; set_data_misc(1)
@back2_sprite.z = 1 + $game_system.bb_screen_z + @bb_data[1][4]
@back2_sprite.blend_type = @bb_data[1][3]
if $imported[:mog_battle_camera]
@bb_data2_oxy[0] = (@back2_sprite.bitmap.width - Graphics.width) / 2
@bb_data2_oxy[1] = (@back2_sprite.bitmap.height - Graphics.width) / 2
end
end
#--------------------------------------------------------------------------
# ● Create BB EX Sprite
#--------------------------------------------------------------------------
def create_bbex_sprite(bb, index)
@bb_data_oxy = [] if @bb_data_oxy == nil
@bb_data[index] = [] if @bb_data[index] == nil
@bb_data_oxy[index] = [0,0]
$game_system.bb_data[index] = [] if $game_system.bb_data[index] == nil
clear_base_bb_ex(index)
case $game_system.bb_data[index][0]
when 0
@back_sprite_ex[index] = Plane.new(@viewport1)
@back_sprite_ex[index].bitmap = Cache.battleback2($game_system.bb_name[index])
stretch_battleback(@back_sprite_ex[index]) if $imported[:mog_battle_camera]
when 1
@back_sprite_ex[index] = Sprite.new(@viewport1)
@back_sprite_ex[index].bitmap = Cache.battleback2($game_system.bb_name[index])
set_bb_wave(index) ; center_sprite_wave(@back_sprite_ex[index],index)
when 2
@back_sprite_ex[index] = Sprite.new(@viewport1)
set_animated_bb(index,@back_sprite_ex[index],set_current_battleback(index),$game_system.bb_data[index][1])
center_sprite(@back_sprite_ex[index])
else
@back_sprite_ex[index] = Sprite.new(@viewport1)
set_bitmap_background(@back_sprite_ex[index],index)
end
@bb_data[index] = $game_system.bb_data[index] ; set_data_misc(index)
@back_sprite_ex[index].z = index + $game_system.bb_screen_z + @bb_data[index][4]
@back_sprite_ex[index].blend_type = @bb_data[index][3]
if $imported[:mog_battle_camera]
@bb_data_oxy[index][0] = (@back_sprite_ex[index].bitmap.width - Graphics.width) / 2
@bb_data_oxy[index][1] = (@back_sprite_ex[index].bitmap.height - Graphics.height) / 2
end
end
#--------------------------------------------------------------------------
# * Move Sprite to Screen Center
#--------------------------------------------------------------------------
def center_sprite_wave(sprite,index)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
end
#--------------------------------------------------------------------------
# ● Set Data Misc
#--------------------------------------------------------------------------
def set_data_misc(index)
@bb_data[index][5] = 0
@bb_data[index][6] = 0
opm = @bb_data[index][10] > 0 ? @bb_data[index][10] : 1
@bb_data[index][7] = 255 / opm
@bb_data[index][8] = 0
@bb_data[index][9] = 255
end
#--------------------------------------------------------------------------
# ● C Normal Sprite
#--------------------------------------------------------------------------
def c_normal_sprite(type)
@back1_sprite = Sprite.new(@viewport1) if type == 0
@back2_sprite = Sprite.new(@viewport1) if type == 1
sprite = type == 0 ? @back1_sprite : @back2_sprite
set_bitmap_background(sprite,type)
end
#--------------------------------------------------------------------------
# ● Set Bitmap Background
#--------------------------------------------------------------------------
def set_bitmap_background(sprite,type)
sprite_bitmap = set_current_bitmap(type)
bw = sprite_bitmap.width < Graphics.width ? Graphics.width : sprite_bitmap.width
bh = sprite_bitmap.height < Graphics.height ? Graphics.height : sprite_bitmap.height
sprite.bitmap = Bitmap.new(bw,bh)
sprite.bitmap.stretch_blt(sprite.bitmap.rect, sprite_bitmap, sprite_bitmap.rect)
sprite.z = type ; center_sprite(sprite)
end
#--------------------------------------------------------------------------
# ● Clear Base BB EX
#--------------------------------------------------------------------------
def clear_base_bb_ex(type)
if $game_system.bb_data[type] == nil or $game_system.bb_data[type].empty?
$game_system.bb_data[type] = [0,0,0,0,0,0,0,0,0,0,0]
end
dispose_sprites_a(type)
return if $game_system.bb_data[type] == nil or $game_system.bb_data[type].empty?
$game_system.bb_data[type][0] = 0 if $game_system.bb_data[type][0] > 3
$game_system.bb_data[type][1] = 0 if $game_system.bb_data[type][1] == nil
$game_system.bb_data[type][2] = 0 if$game_system.bb_data[type][2] == nil
end
#--------------------------------------------------------------------------
# ● Set bb Wave
#--------------------------------------------------------------------------
def set_bb_wave(type)
bb_data = $game_system.bb_data[type]
if $imported[:mog_battle_camera]
range = range = (bb_data[1] + 1) * 5 ; range = 500 if range > 500
rxy = [Graphics.width * camera_range / 100,Graphics.height * camera_range / 100]
else
range = (bb_data[1] + 1) * 5 ; range = 500 if range > 500
rxy = [0,0]
end
speed = (bb_data[2] + 1) * 100 ; speed = 1000 if speed > 1000
sprite = set_current_battleback(type)
sprite_bitmap = set_current_bitmap(type)
sprite.x = -range
sprite.wave_amp = range
sprite.wave_length = Graphics.width
sprite.wave_speed = speed
sprite.bitmap = Bitmap.new(Graphics.width + rxy[0] + (range * 2),Graphics.height + rxy[1])
sprite.bitmap.stretch_blt(sprite.bitmap.rect, sprite_bitmap, sprite_bitmap.rect)
end
#--------------------------------------------------------------------------
# ● Set Animated BB
#--------------------------------------------------------------------------
def set_animated_bb(type,sprite,sprite_bitmap,speed)
@bba_bitmap[type] = [] ; @bba_frames[type] = [0,0,speed]
for index in 0..999
if type == 0
@bba_bitmap[type].push(Cache.battleback1(set_current_bb_name(type) + index.to_s)) rescue nil
else
@bba_bitmap[type].push(Cache.battleback2(set_current_bb_name(type) + index.to_s)) rescue nil
end
break if @bba_bitmap[type][index] == nil
end
if @bba_bitmap[type].size <= 1
@bba_bitmap[type] = nil ; @bba_frames[type] = nil
sprite.bitmap = set_current_bitmap(type) ; return
end
refresh_bb_anime(type,sprite)
end
#--------------------------------------------------------------------------
# ● Update Background An
#--------------------------------------------------------------------------
def update_background_an(type,sprite)
return if @bba_frames[type] == nil
@bba_frames[type][1] += 1
refresh_bb_anime(type,sprite) if @bba_frames[type][1] >= @bba_frames[type][2]
end
#--------------------------------------------------------------------------
# ● Refresh BB anime
#--------------------------------------------------------------------------
def refresh_bb_anime(type,sprite)
sprite.bitmap = @bba_bitmap[type][@bba_frames[type][0]]
@bba_frames[type][0] += 1 ; @bba_frames[type][1] = 0
@bba_frames[type][0] = 0 if @bba_frames[type][0] >= @bba_bitmap[type].size
end
#--------------------------------------------------------------------------
# ● Update BB Scroll
#--------------------------------------------------------------------------
def update_bb_scroll(index)
@bb_data[index][5] += @bb_data[index][1]
@bb_data[index][6] += @bb_data[index][2]
@bb_data[index][5] = 0 if @bb_data[index][5] >= 99999999
@bb_data[index][6] = 0 if @bb_data[index][6] >= 99999999
end
#--------------------------------------------------------------------------
# ● Update Opacity EX
#--------------------------------------------------------------------------
def update_bb_opacity(index,sprite)
@bb_data[index][6] += 1
return if @bb_data[index][6] < @bb_data[index][5]
@bb_data[index][6] = 0 ; @bb_data[index][8] += 1
case @bb_data[index][8]
when 0..@bb_data[index][10]
@bb_data[index][9] -= @bb_data[index][7]
when @bb_data[index][10]..(-1 + @bb_data[index][10] * 2)
@bb_data[index][9] += @bb_data[index][7]
else
@bb_data[index][9] = 255 ; @bb_data[index][8] = 0
end
sprite.opacity = @bb_data[index][9]
end
#--------------------------------------------------------------------------
# ● Update Battleback1
#--------------------------------------------------------------------------
def update_battleback1
if !@bb_data[0].empty?
case @bb_data[0][0]
when 0
update_bb_scroll(0)
@back1_sprite.ox = @bb_data[0][5] + @bb_data1_oxy[0]
@back1_sprite.oy = @bb_data[0][6] + @bb_data1_oxy[1]
when 2 ; update_background_an(0,@back1_sprite)
when 3 ; bb_camera_effect(@back1_sprite,0)
else ; @back1_sprite.update
end
return
end
@back1_sprite.update
end
#--------------------------------------------------------------------------
# ● Update Battleback2
#--------------------------------------------------------------------------
def update_battleback2
if !@bb_data[1].empty?
case @bb_data[1][0]
when 0
update_bb_scroll(1)
@back2_sprite.ox = @bb_data[1][5] + @bb_data2_oxy[0]
@back2_sprite.oy = @bb_data[1][6] + @bb_data1_oxy[1]
when 2 ; update_background_an(1,@back2_sprite)
when 3 ; bb_camera_effect(@back2_sprite,1)
else ; @back2_sprite.update
end
return
end
@back2_sprite.update
end
#--------------------------------------------------------------------------
# ● Update Battleback EX
#--------------------------------------------------------------------------
def update_battleback_ex(index,opacity)
return if @back_sprite_ex[index].nil? or @back_sprite_ex[index].disposed?
if @bb_data[index][10] > 0 and $game_temp.bb_fade_duration[0] == 0
update_bb_opacity(index,@back_sprite_ex[index])
else
@back_sprite_ex[index].opacity = opacity if opacity != nil
end
if !@bb_data[index].empty?
case @bb_data[index][0]
when 0
update_bb_scroll(index)
@back_sprite_ex[index].ox = @bb_data[index][5] + @bb_data_oxy[index][0]
@back_sprite_ex[index].oy = @bb_data[index][6] + @bb_data_oxy[index][1]
when 2 ; update_background_an(index,@back_sprite_ex[index])
when 3 ; bb_camera_effect(@back_sprite_ex[index],index)
else ; @back_sprite_ex[index].update
end
return
end
@back_sprite_ex[index].update
end
#--------------------------------------------------------------------------
# ● BB Camera Effect
#--------------------------------------------------------------------------
def bb_camera_effect(sprite,index)
bx = [[@bb_data[index][1], 100].min, -100].max
by = [[@bb_data[index][2], 100].min, -100].max
vx = @viewport1.ox * bx / 100
vy = @viewport1.oy * by / 100
sprite.ox = (sprite.bitmap.width / 2) [email]-@viewport1.ox[/email] + vx
sprite.oy = (sprite.bitmap.height / 2) [email]-@viewport1.oy[/email] + vy
end
end
#==============================================================================
# ■ Game Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● BB
#--------------------------------------------------------------------------
def bb(id ,type = 0 , power = 0 , power2 = 0, blend_type = 0, screen_z = 0,a_fade = 0)
return if id <= 0
id -= 1 if [1,2].include?(id)
$game_system.bb_data[id] = [] if $game_system.bb_data[id] == nil
if (type == nil or type < 0) ; $game_system.bb_data[id].clear
else ; $game_system.bb_data[id] = [type, power, power2,blend_type, screen_z,
0,0,0,0,0,a_fade]
end
$game_temp.bb_fade_duration[0] = 256 if SceneManager.scene_is?(Scene_Battle)
end
#--------------------------------------------------------------------------
# ● BB Name
#--------------------------------------------------------------------------
def bb_name(id,name = "")
if name == nil ; $game_system.bb_name[id].clear rescue nil ; return ; end
return if id <= 0
if [1,2].include?(id)
$game_map.change_battleback_name(id,name) ; return
end
$game_system.bb_name[id] = name
end
#--------------------------------------------------------------------------
# ● BB Clear
#--------------------------------------------------------------------------
def bb_clear
$game_system.bb_data.clear
$game_system.bb_name.clear
end
#--------------------------------------------------------------------------
# ● BB Screen Z
#--------------------------------------------------------------------------
def bb_screen_z(value)
$game_system.bb_screen_z = value
end
end
#==============================================================================
# ■ Game Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Change Battle Background
#--------------------------------------------------------------------------
def change_battleback_name(type,battleback_name)
@battleback1_name = battleback_name if type == 1
@battleback2_name = battleback_name if type == 2
$game_temp.bb_fade_duration = [256, false] if SceneManager.scene_is?(Scene_Battle)
end
#--------------------------------------------------------------------------
# ● Change_Battleback
#--------------------------------------------------------------------------
alias mog_bbex_change_battleback change_battleback
def change_battleback(battleback1_name, battleback2_name)
mog_bbex_change_battleback(battleback1_name, battleback2_name)
$game_temp.bb_fade_duration = [256, false] if SceneManager.scene_is?(Scene_Battle)
end
end