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FlipelyFlip

Battle Transition System

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Heyey guys,

 

I've just ported another little usefull script I made on vx to ace (:

 

What does this script do?

Easy to explain.

It gives you the opinion to have different transitions for boss battles, random battles, and all the kinds of battles you have.

You can use random used battlebacks for all of your battles or set a transition for a specified battle.

 

What features it have?

The feature of this script is, that you can say how long the transition will take, what transition will be used, or if a random transition

should be picked.

 

How to Use?

It's easy to use. Just put the Script above main. Add the graphics you want to use to your project. Add them to the list and remove

the transitions you don't use.

 

Where is the script?

You will get it here:

 

 

#===============================================================================
# * Battle Transistion System V1.0
#-------------------------------------------------------------------------------
# By FlipelyFlip
#===============================================================================
=begin
With this script you can change the battle transition to randomize the transition
for random battles. Also you can set random transition for boss battles or set a
specified transition for battles. Everything is possible (:
=end
module Flip
 TransitTypVarID = 1 # Variable ID for defining if it's a normal, special or
 # boss battle transition.

 BossDuratVarID = 2 # Variable ID for the duration of the transition
 # standard is 60. The higher the number, the longer the transition would take.
 BossDirect = "Graphics/System/" # sets the direction where the graphics are
 BossTransit = [ # <-- do not remove this!!
			 "BossStart",   # set up the graphics name for boss transition
			 "BossBattle2",
			 "BossBattle3",
		    ] # <-- do not remove this!!

 SpecialDuratVarID = 3 # Variable ID for the duration of the transition
 # no standard. The higher the number, the longer the transition would take.
 SpecialDirect = "Graphics/System/" # sets the direction where the graphics are
 SpecialTransit = [ # <-- do not remove this!!
			    "BattleStart5", # set up the graphics name for special
			    "BattleStart6", # transition
			    "BattleStart7",
			   ] # <-- do not remove this!!

 CustomDuratVarID = 4 # Variable ID for the duration of the transition
 # standard is 60. The higher the number, the longer the transition would take.
 CustomDirect = "Graphics/System/" # sets the direction where the graphics are.
 CustomTransitVarID = 5 # Variable ID to save the name of the transition.
 # to set the name of transition in a variable, you have to use the call script
 # command. Write then in:
 # $game_variables[Flip::CustomTransitionVarID] = "TransitionName"

 RandomDuratVarID = 6 # Variable ID for the Duration of the transition
 # standard is 60. The higher the number, the longer the transition would take.
 RandomDirect = "Graphics/System/" # sets the direction where the graphics are
 RandomTransit = [ # <-- do not remove this!!
			   "BattleStart1", # set up the graphics name for random
			   "BattleStart2", # transitions.
			   "BattleStart3",
			   "BattleStart4",
			   "BattleStart",
			  ] # <-- do not remove this!!
end


#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map
 #--------------------------------------------------------------------------
 # â— Execute Pre-battle Transition
 #--------------------------------------------------------------------------
 def perform_battle_transition
   if $game_variables[Flip::TransitTypVarID] == 1 # check if variable == 1 for
  # Bossbattletransition (:
  Graphics.transition($game_variables[bossDuratVarID],
  Flip::BossDirect+Flip::BossTransit[rand(Flip::BossTransit.size)], 100)

   elsif $game_variables[Flip::TransitTypVarID] == 2 # check if variable == 2 for
  # Specialtransition. Used for Transitions which are not for random battles,
  # also not for boss battles.
  Graphics.transition($game_variables[Flip::SpecialDuratVarID],
  Flip::SpecialDirect+Flip::SpecialTransit[rand(Flip::SpecialTransit.size)],
  100)

   elsif $game_variables[Flip::TransitTypVarID] == 3 # check if variable == 3 for
  # Customtransition. Used to specify one transition for a battle.
  Graphics.transition($game_variables[Flip::CustomDuratVarID],
  Flip::CustomDirect+$game_variables[Flip::CustomTransitVarID], 100)

   else # Used for random battles
  Graphics.transition($game_variables[Flip::RandomDuratVarID],
  Flip::RandomDirect+Flip::RandomTransit[rand(Flip::RandomTransit.size)], 100)
   end
   Graphics.freeze
 end

end


class Scene_Title < Scene_Base
 #--------------------------------------------------------------------------
 # â— Command New Game
 #--------------------------------------------------------------------------
 alias flip_transition_default_command_new_game command_new_game
 def command_new_game
   flip_transition_default_command_new_game
   $game_variables[Flip::BossDuratVarID] = 60 # sets the BossDurationVarID to 60
   $game_variables[Flip::CustomDuratVarID] = 60 # sets the CustomDurationVarID to
   # 60
   $game_variables[Flip::RandomDuratVarID] = 60 # sets the RandomDuratVarID to 60
 end
end

 

 

Where can I get some transitions?

Look in the Ressource Showcase section, there are enough transitions or start making them on your own (:

 

Terms of Use

Feel free to use it.

If you want to use it for a commercial RPG-Maker Game, just send me a message to know, there are no problems, I just want to know it (:

 

Credits

Not needed, but would be cool if you would do it (:

 

~Flip

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I hope necromancy isn't frowned upon here. Just letting you know this is a great idea from a script and I want to use it.

My main complaint is that the instructions are not noob friendly at all. I am not at all used to Ruby so it took me some time to figure it out.

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