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- =begin =========================================================================
- Dekita's v1.0
- ★ Battle Transitions™ ★
- ================================================================================
- Script Information:
- ====================
- This script allows for multiple battle transitions.
- It also allows for each transition to have its own "battle start" sound.
- Each map can be given its own set of transitions using notetags.
- Transitions are random.
- (you can fix the next battles transition with a simple script call.)
- ================================================================================
- ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- ================================================================================
- 1. You must give credit to "Dekita"
- 2. You are NOT allowed to repost this script.(or modified versions)
- 3. You are NOT allowed to convert this script.(into other game engines e.g RGSS2)
- 4. You are NOT allowed to use this script for Commercial games.
- 5. ENJOY!
- "FINE PRINT"
- By using this script you hereby agree to the above terms and conditions,
- if any violation of the above terms occurs "legal action" may be taken.
- Not understanding the above terms and conditions does NOT mean that
- they do not apply to you.
- If you wish to discuss the terms and conditions in further detail you can
- contact me at http://dekitarpg.wordpress.com/ or DekitaRPG@gmail.com
- ================================================================================
- History:
- =========
- D /M /Y
- 06/01/2o13 - started && finished,
- ================================================================================
- INSTRUCTIONS:
- ==============
- Place this script UNDER "▼ Materials" and ABOVE "▼ Main" in your script editor.
- Simply put your transition graphic in the "Graphics/System" folder
- and fill in the details in the customisation module.
- ================================================================================
- NOTETAGS : (MAP Notebox)
- ===========
- <trans: id>
- replace id with the id of the transition this map has.
- maps can have multiple transitions (as many as you want),
- simply put a comma , after each id number like so...
- <trans: id, id, id, id, id, id, id, id, id, id, id> ect..
- ================================================================================
- SCRIPT CALLS :
- ==============
- set_battle_trans(id)
- Replace id with the Trans[id] of the transition you want.
- This will make the next transition the one you select.
- =end #==========================================================================#
- module Battle_Transitions
- Trans=[]# Do Not Delete.
- Use_Script = true
- Use_Transition_Sounds = true
- # Default is 10, i didnt like it ^_^
- Battle_Trans_Speed = 0 # (transition after entering battle).
- # Trans[id]= [Duration, "NAME" Vauge, "Sound", Volume, Pitch]
- Trans[0] = [100, "BattleStart", 100, "Battle1", 80, 100]
- Trans[1] = [150, "BattleStart", 50, "Battle2", 80, 100]
- Trans[2] = [ 50, "BattleStart", 150, "Battle3", 80, 100]
- Trans[3] = [100, "BattleStart", 100, "Attack1", 80, 100]
- ##
- # Duration = number of frames the transition will last.
- # The default for battles is 100.
- #--
- # Vague = the ambiguity of the borderline between the graphic's
- # starting and ending points. The larger the value, the greater the ambiguity.
- # The default for battles is 100.
- #--
- # Sound = the sound effect to use for this transition.
- # Volume = the volume for the sound used.
- # Pitch = the pitch for the sound used.
- #--
- # You can add more lines like so...
- # Trans[id] = [Duration, "NAME" Vauge, "Sound", Volume, Pitch]
- ###
- Dekitas_Option = false
- # This is an option i have included for my own project.
- # if this is true each time a battle is encountered the game will
- # try to find a battlestart image with the above name +
- # Graphics_width x Graphics_height
- # e.g B1-640x384 , B2-576x352.
- # i reccomend making this false unless your game can have
- # multiple screen sizes.
- end #####################
- # CUSTOMISATION END #
- #####################
- #===============================================================================#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DITTO.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- module Sound
- #===============================================================================#
- if Battle_Transitions::Use_Transition_Sounds
- def self.play_battle_start
- end
- end
- end
- #===============================================================================#
- class RPG::Map
- #===============================================================================#
- attr_reader(:b_trans_set)
- def get_battle_trans
- @b_trans_set = Battle_Transitions::Trans
- self.note.split(/[\r\n]+/).each { |line|
- case line ;
- when /<(?:TRANS|trans):[ ](\d+(?:\s*,\s*\d+)*)>/i
- @b_trans_set = []
- bts = Battle_Transitions::Trans
- $1.scan(/\d+/).each {|num|@b_trans_set.push(bts[num.to_i]) if num.to_i > 0 ;}
- end ; } # self.note.split
- end
- end
- #===============================================================================#
- class Game_Temp
- #===============================================================================#
- attr_accessor :set_battle_trans
- alias :i_gt_4_bts_DPBz :initialize
- def initialize
- i_gt_4_bts_DPBz
- @set_battle_trans = [false, nil]
- end
- end
- #===============================================================================#
- class Game_Map
- #===============================================================================#
- attr_reader(:trans_set)
- alias :bt_4_gm_DPBz__ :setup
- def setup(map_id)
- bt_4_gm_DPBz__(map_id)
- setup_this_maps_battle_transitions
- end
- def setup_this_maps_battle_transitions
- @map.get_battle_trans
- @trans_set = @map.b_trans_set
- end
- end
- #===============================================================================#
- class Game_Interpreter
- #===============================================================================#
- def set_battle_trans(id)
- $game_temp.set_battle_trans = [true, id]
- end
- end
- #===============================================================================#
- class Scene_Map < Scene_Base
- #===============================================================================#
- alias :pbt_random_trans :perform_battle_transition
- def perform_battle_transition(*args, &block)
- if !Battle_Transitions::Use_Script
- pbt_random_trans(*args, &block)
- else
- dekitas_battle_trans
- end
- end
- def dekitas_battle_trans
- t = rand_b_trans
- spd = t[0]
- tra = t[1] + add_g_wid
- vag = t[2]
- if Battle_Transitions::Use_Transition_Sounds
- sound = t[3]
- volum = t[4]
- pitch = t[5]
- Audio.se_play("Audio/SE/" + sound, volum, pitch)
- end
- Graphics.transition(spd, "Graphics/System/" + tra, vag)
- Graphics.freeze
- end
- def rand_b_trans
- if $game_temp.set_battle_trans[0]
- mod = Battle_Transitions::Trans
- val = $game_temp.set_battle_trans[1]
- $game_temp.set_battle_trans = [false, nil]
- id = mod[val]
- else
- mod = $game_map.trans_set
- val = rand(mod.size)
- id = mod[val]
- end
- id
- end
- def add_g_wid
- return "" unless Battle_Transitions::Dekitas_Option
- voc = "#{Graphics.width.to_s}x#{Graphics.height.to_s}"
- return voc
- end
- end
- #==============================================================================
- class Scene_Battle < Scene_Base
- #==============================================================================
- alias :ts_4_rand_trans :transition_speed
- def transition_speed
- if !Battle_Transitions::Use_Script
- return ts_4_rand_trans
- else
- return Battle_Transitions::Battle_Trans_Speed
- end
- end
- end
- #==============================================================================#
- # - SCRIPT END - #
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
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