Setting battlebacks

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Started by Manofdusk 11 posts View original ↗
  1.  I've finally gotten to the point where I'm trying to debug random encounters and I'm finding that I can't figure out how to set battlebacks.

     This is the world map so specifying it isn't really an option. I need to have fights in the forest use a forest battleback while fights in the plains use plains battlebacks (likewise for water and swampland).

     It doesn't look like you can do it in the troop editor or when setting encounters by region (where it would make the most sense).

     what am I missing?

     specifically, the fights are taking place in a jungle (with tropical trees) using a grassland below it.
  2. You can do this by events.

    On the tile(s) which take you into the region have an event which uses the 'Change Battleback' command from the 3rd tab of the event command menu.  On tiles leaving the area, use the same command to switch back to whatever you had before.

    If there are a lot of tiles involved, then I suggest you think about using Shaz's Region Common Event Script which can be found here: http://forums.rpgmakerweb.com/index.php?/topic/17306-region-common-events/  It's very easy and straightforward to use.
  3. What Ksjp said essentially. Though if you are reluctant to use an additional script consider adding common events for each battleback and then adding them to the first turn of your troops tab for each one that appears in a different location.
  4. @Vinrael

    I could be wrong, but I think you will find that you can't use that command in battle.
  5. disagree.PNG

    I respectfully disagree :3

    Or is it one of those silly 'can be selected but won't actually do anything' events?
  6. Maybe.  All I know is that I've tried it and it didn't work.  However, I don't want to be definitive about it, because there may be a way of getting it to work.

    I tried running it on turn 0 - which is the earliest you can do it unless it is an evented encounter, which judging by the wording of the OP is not the case here.  If it were to run at turn 0, you would still see the original battleback (I think) until the change happened.  But, as I said, for me the change didn't happen.

    Of course, for an evented encounter, no problem.  Have the Change Battleback command before the Battle processing command.
  7. Vinrael said:
    Or is it one of those silly 'can be selected but won't actually do anything' events?
    There are no event commands that don't do anything, but there are several event commands that require other data and as such are usable only under certain conditions.
    The change battleback command changes the picture set as battleback in the map properties - but since the battlemanager doesn't reload the picture after the battle is started, that command will take effect only for the next battle if used inside a battle.
  8. deleted.

     I installed the region based script :p
  9. The battleback is set as the battle scene is loaded. So while you may be able to use the command in battle, it will only take effect for the NEXT battle, not the current one.


    The default engine already chooses a battleback based on what terrain you are on. What have you done to it, or to your maps, to make it NOT act the way it's meant to?
  10. Battlebacks are set automatically (if you are using a world map tileset). It's the same of MV.

    Check if your tileset is configured correctly as a world map. If it don't resolve your issue, check if you didn't set a battleback on your map settings. The last check, if everything went wrong before, is to double check your battleback names as it's how they are configured automatically through the engine.

    You can also use the regions to change battlebacks through some event commands, but it's not really needed.
  11. As others said, world map (field) has automatic battlebacks. You can modify them (and add your own) in the script editor here:

    battleback associations.jpg

    The numbers correspond to the autotiles (A1 is 0-15, A2 is 16-47 etc). I only found this out after my game was finished and out, and it solved a problem I was struggling with the whole development time very easily (I also used a script, but it wasn't working in some cases). If your script works well for you, ignore this, but maybe someone else might find it useful.