How would you exactly do a Battleback using RTP

Yougotsomechocolate

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Basically, Making a map, Then using it as an Battleback by either taking a photo or some other option? How would it be sized to be a battleback?
Edit: I think I just answered myself. Thanks mlogan for making me relies that.
 
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mlogan

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Well, I've done it exactly like you've said in the past - make the map, run the game with the character set to transparent, take a screenshot and import it as a battleback.
 

Yougotsomechocolate

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Well, I've done it exactly like you've said in the past - make the map, run the game with the character set to transparent, take a screenshot and import it as a battleback.
Well, thanks for your input.
 

mlogan

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Most computers have a print screen button - "prt sc" or the like. You can then paste it into Paint or some program and save it.
 

Shaz

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By default, if your tileset is set to "area" type rather than "world" type, and you don't define a battleback on your map properties, the battle background IS the section of map you're currently on.
 
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Bex

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Thanks again @Shaz this is cool and iam glad you shared it, i also thought one needs a plugin for that. Good to hear its now
possible with standard rpgmaker editor.
 

Shaz

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I just had to go into the code and make sure I wasn't telling stories. I have a note to fix an issue with this in my own game, but when you said that it made me wonder if it's something I actually made a plugin for and just didn't remember.

So I can confirm the following:

If you specify a battleback on the map properties, or use a Change Battle Background command, that's the battleback that will be used.
If you do neither of those, the battleback will depend on the "type" assigned to the tileset.
If it's "world" type, each ground tile is associated with a combination of the RTP backgrounds (grassland, desert, swamp, etc), and the battleback is built from 2 images, depending on what tile you're standing on when the battle is initiated.
If it's "area" type, there's no such association between the tiles and the battlebacks. It just takes a screenshot of the map (not the characters), blurs it, and uses that.

The issue I have to fix in my game is that if there's a character speaking and they have a speech bubble, the bubble is included in the battleback, which is not desirable. I'm pretty sure the character is not included, so maybe events in general aren't included. This makes me wonder about events which are part of the landscape - doors, for example, you'd want to include. And they may be events with tiles, or events with character sprites. One day I'll go take a look and see if I can figure out the logic.
 

Engr. Adiktuzmiko

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Ooh that's good to know. I always thought it just uses the assigned battleback per tile type when there is no map battleback..
 

Yougotsomechocolate

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Well, I made some battlebacks using Prt+Windowsbutton and Gimp. I just use Battleback 1 (I'm going to start working on BB2 soon) to make the battle screen more appealing than just the blurred screen.
 

Shaz

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The benefit of doing it your way is that you can actually choose which part of the map is the battleback. If it just selects the visible section, it's not always a "nice" image (you might have battlers standing on top of a tree, or in a river, for example).
 

Yougotsomechocolate

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It's pretty funny when your mage is standing on a giant tower when the rest of the party is on a tree, fighting a bat over an house and a bandit in a river. Also im going to start using BB2 now, as i made a way to have a wall and decorations.
 

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