Customize Stock Battlebacks MV v1.0 by Rafael_Sol_Maker (aka RSM)
Introduction
I did this because I felt the necessity to deploy my projects without the default files (RTP). Previously, if I tried to use the auto battleback feature from terrain, without setting it in Map Properties, as I want a diverse World Map. It obviously gives an error, because I've not included all of the files.
But I don't want to include a lot of files, even using the old trick of putting blank ones, so I did this small script right now (it was only no more than 1 and 1/2 hour coding, so)(edit: updated in a 2 hours!) . It suits my need, and probably will be way more useful for you guys, as you can customize them freely without the need to edit any source code. Any bugs or problems, please let me know; it was not extensively tested, so be careful. Again, suggestions for a next release are welcome.
Features
Change the stock battlebacks for different terrains without the need to mess with the script. Now it's easier than never!
A handy script command allow you to change them in runtime too;
There is a total of 20 different files you can use in the combinations;
The default system for auto battlebacks wasn't changed, so you can expect it generating the appropriate battleback for each situation;
The battlebacks you can change includes: grassland, wasteland, desert, snowfield, clouds, poison swamp, lava, forest, cliff and dirt field.
You can also change the default battleback in case no terrain condition is met.
Screenshots
No screenshots ahead:
I said so! No need for screenshot, sorry.
How to Use
Just like any other plugin. Put in the correct folder and it will be fine. PLEASE RENAME IT TO RSM_CustomizeStockBattlebacks.js!
Add it to your project with the Plugin Manager and don't forget to let it turned ON. Configure as you prefer, and go testing around.
There are are just one command that is real simple and you can see it in Help.
Some important battleback notes you can find there too (about Lava and superposition-only battlebacks).
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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