Any Tiles Associated with RTP only Battle Backgrounds?

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2d_quest

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After adding some battle backgrounds from the RTP, I realized I don't know whether these backgrounds are associated with any of the tiles.  Will any of the tiles load the RTP only backgrounds for battle or do you have to load them yourself?  Also is there any way to alter which battle background a tile uses in the program easily or does that require scripting?
 

Shaz

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I don't really understand what you're asking. Battle backgrounds are set on the map, so you can have any background you want, for any map you want.


"Tiles" do not "load" backgrounds. YOU have to specify which ones to use for each map.
 

Andar

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"Tiles" do not "load" backgrounds. YOU have to specify which ones to use for each map.
Unfortunately this appears to be wrong according to the hint data in the map properties.

But I haven't experimented enough to find out what the program really does, and the info in the hint is extremely short.

If you go to map properties and hover the mouse above "Specifiy Battleback", you'll get the info that when no battleback is specified, the battleback will be selected based on the tile for a field map, and created by processing the map tiles for other tilesets.

There is no list or description that I know of to tell what exactly happens if there is no battleback specified for a map, and it could be that the hint is simply wrong (rare, but there are a few such cases).

It would be nice if someone could find the correct code in the engine and really check what happens when no battleback is specified for a map...

(that would be difficult for me since I still haven't put in the time to learn ruby and are reading the scripts only with my knowledge of other programming languages))
 

Engr. Adiktuzmiko

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For loading of battlebacks it goes like this (based on the Spriteset_Battle):

Check if it's battletest -> If yes, load background from troop settings in the database

If not

Check if there is a specified battleback -> If yes, use that

if not

Check if it's an overworld map -> If yes, it loads a background based on the autotile (Haven't tested this one) *

If not

Loads a blurred background based from Scene_Manager something (from the description, it seems to be a super blurred image of the map that you're in)

as for tile association to battlebacks, well I and Yanfly have scripts that somehow does that... though instead of a specific tile, both of our scripts rely on map regions... the only difference with our scripts are the set-up part (yanfly does the set-up using map notes, I do the set-up using the script itself)

* When it's oveworld, it checks first if the player is in a vehicle and loads up RTP backgrounds based on that... Else it loads battleback based on the autotile (maybe where the player is), and loads the battleback from RTP backgrounds based on the autotile ID, else it will load the default background which is the grasslands battleback...

from the looks of it, overworld maps are maps that uses tilesets set as Field Type...

 based on this, I think it shows that if you aren't using the whole RTP, not defining battlebacks for your maps might cause problems because you might trigger one of these overworld scenarios and not have the required file...
 
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Shaz

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Unfortunately this appears to be wrong according to the hint data in the map properties.
Oh, you're right. Okay, here are the rules (as far as I can understand) ...

If battleback is specified for the map use battleback from map propertieselse if overworld map (tileset mode is 'field type') if in vehicle (ship) use ship battleback (encounters are disabled in the airship) else use battleback based on tile player is standing on endelse screenshot the map and apply a radial blurendThe battleback based on the tile the player is standing on looks at the A1 and A2 tiles (start counting from 0 in the upper left of A1)Battleback1 (Floor):

Tile 4 and 5 - PoisonSwamp

Tile 24 and 25 - Wasteland

Tile 26 and 27 - DirtField

Tile 32 and 33 - Desert

Tile 34 - Lava1

Tile 35 - Lava2

Tile 40 and 41 - Showfield

Tile 42 - Clouds

Battleback2 (Wall):

Tile 4 and 5 - PoisonSwamp

Tile 20 and 21 - Forest1

Tile 22, 30 and 38 - Cliff

Tile 24, 25, 26 and 27 - Wasteland

Tile 32 and 33 - Desert

Tile 34 and 35 - Lava

Tile 40 and 41 - Snowfield

Tile 42 - Clouds
 
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2d_quest

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Oh, you're right. Okay, here are the rules (as far as I can understand) ...

The battleback based on the tile the player is standing on looks at the A1 and A2 tiles (start counting from 0 in the upper left of A1)Battleback1 (Floor):

Tile 4 and 5 - PoisonSwamp

Tile 24 and 25 - Wasteland

Tile 26 and 27 - DirtField

Tile 32 and 33 - Desert

Tile 34 - Lava1

Tile 35 - Lava2

Tile 40 and 41 - Showfield

Tile 42 - Clouds

Battleback2 (Wall):

Tile 4 and 5 - PoisonSwamp

Tile 20 and 21 - Forest1

Tile 22, 30 and 38 - Cliff

Tile 24, 25, 26 and 27 - Wasteland

Tile 32 and 33 - Desert

Tile 34 and 35 - Lava

Tile 40 and 41 - Snowfield

Tile 42 - Clouds
Thanks for the list.  I wonder if that means the RTP only battle backgrounds aren't referenced by any of the tiles.  Those backgrounds on the list are all built in ones.
 

Shaz

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RTP backgrounds ARE the built in ones. RTP = Run Time Package = included with the engine.


Your statement/question is confusing. I must be misunderstanding you.
 

2d_quest

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RTP backgrounds ARE the built in ones. RTP = Run Time Package = included with the engine.

Your statement/question is confusing. I must be misunderstanding you.
I meant that the backgrounds you have to import from the RTP, and not the ones automatically in a game the instant you make a new file.  I seems like the imported ones aren't referenced by any tiles.  I'm guessing you have to manually tell them to load.
 

Shaz

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You don't HAVE to import backgrounds from the RTP. The RTP IS the list of resources automatically in a game the instant you make a new file.


RTP = Automatically in the game.
 

Engr. Adiktuzmiko

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yeah, nobody imports from the RTP unless you removed the link to the RTP (or are going to remove the link to the RTP), which I doubt that you did since doing it will remove all those files that were automatically in your game because apparently you still have those files...

Unless you are actually using Ace Lite which has no link to the RTP itself (game.ini has the RTP line set to nothing) and actually just comes with a few of the RTP files pre-imported in it...
 
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2d_quest

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yeah, nobody imports from the RTP

Unless you are actually using Ace Lite which has no link to the RTP itself (game.ini has the RTP line set to nothing) and actually just comes with a few of the RTP files pre-imported in it...
So lite doesn't link to the RTP, but the pay for version does?
 

Engr. Adiktuzmiko

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yes... Lite pre-imported the files directly (but not all) mainly because there is an import limit in Lite and maybe because it is Lite so it's supposed to work on it's own... while the full version by default simply links to the RTP which is why it has all of the RTP stuff...
 
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GrandmaDeb

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yes... Lite pre-imported the files directly (but not all) mainly because there is an import limit in Lite and maybe because it is Lite so it's supposed to work on it's own... while the full version by default simply links to the RTP which is why it has all of the RTP stuff...
Adi, I am not really sure what to say here:


Lite definitely has RTP resources. So you are just talking about whether the game program links to the RTP location on the computer, right?


Some of the resources available with the full version are not included but it definitely has RTP resources. Including battle backs.


Some full version battlebacks are missing, though - which is why I posted a tut - if you use the default (premade) maps.
 
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Engr. Adiktuzmiko

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yeah, what I was saying was that Lite only uses some of the RTP files, not all...

and that from my check of the files within the game folder, the RTP line in the game.ini is blank and the RTP files that Lite has are directly inside the game folder...
 
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Roninator2

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is there any way to alter which battle background a tile uses in the program easily or does that require scripting?


I think the one part that is missing here is understanding how to change the tile set link to battleback part. I have made two games so far and I do not specify any battlebacks, yet all the battlebacks loaded in battle are exactly appropriate to the tile I'm standing on when the battle starts. My troop tab also has a different battleback.   I'm wrong. you have to set battlebacks unless its the A1 autotiles.


So the RTP tile sets are linked to the RTP battlebacks. This is true for any of the default tilesets. I have tested with an interior tileset (a house) and the battleback was of the house wood floor and walls. So if someone was to import new tilesets, how do they link the tiles to specific battlebacks


That might be more towards where this question was going.
 
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@Roninator2, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.
 
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