Author Topic: Deity Random Fadein [XP-style transitions]  (Read 945 times)

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Deity Random Fadein [XP-style transitions]
« on: January 12, 2010, 02:37:41 PM »

  • Random Fadein
    Version: 0.9
    Author: Deity
    Date: January 11, 2010

    Description


    This script allows you to use transition files for regular teleports instead of default fade, similar to the battle transitions. it selects from them randomly  

    Features

    • Can use pretty transitions for regular teleport events.
    • Can use as many transitions as you like and the script will automatically select randomly from them
    • Very easy configuration options

    Instructions

    Place this script into its own slot in the Script Editor (F11), above Main and below the default scripts. I would recommend that you put this script ABOVE all other custom scripts you are using.

    For setting the script up: first, you need to create a new folder in Graphics named Fadein. Now, add all of the transition files you want to use  into that new folder. Then, all you need to do is configure the settings below and you're all set.

    Script


    It is recommended that you get the script from the demo, so you can see where to put the transition files (in a new Fadein folder)

    Code: [Select]
    #????????????????????????????????????????????????????????????????#
    # Script:  Deity's Random Fadein                                 #
    # by Deity [translated to English by modern algebra (rmrk.net)]  #
    #????????????????????????????????????????????????????????????????#
    #  Description:                                                 #
    #    This script allows you to use transition files for regular  #
    #   teleports instead of default fade, similar to the battle     #
    #   transitions                                                  #
    #????????????????????????????????????????????????????????????????#
    #  Instructions:                                                 #
    #    First, you need to create a new folder in Graphics named    #
    #   Fadein. Now, add all of the transition files you want to use #
    #   into that new folder. Then, all you need to do is configure  #
    #   the settings below and you're all set.                       #
    #????????????????????????? Settings ?????????????????????????????#
    module RandomFadein
      DURATION = 100 # Duration of the Fadein
      B_W = 100      # Intensity of the black colours
      SWITCH_ID = 1  # The ID of the switch that toggles whether this
                     # effect is active. When the switch is ON, the
                     # effect wil be active. When OFF, it will
                     # default to the regular fade
    end
    # Do not touch anything after this point unless you are a       #
    # scripter and know what you're doing.                          #
    #???????????????????????????????????????????????????????????????#
    include RandomFadein
    class Scene_Title
      alias create_game_objects_fade create_game_objects
      def create_game_objects
        create_game_objects_fade
        $game_switches[SWITCH_ID] = true
      end
    end
    class Scene_Map
      def fadein_deity
        transitions = Dir.entries("Graphics/Fadein/")
        unless transitions.size > 2
          fadein (30)
          return
        end
        effekt = rand (transitions.size - 2)
        Graphics.transition(DURATION,"Graphics/Fadein/"+transitions[effekt + 2], B_W)
      end
      def perform_transition
        if Graphics.brightness == 0   # After battle or loading, etc.
          if $game_switches[SWITCH_ID] == true
            fadein_deity
          else
            fadein(30)
          end
        else                              # Restoration from menu, etc.
          Graphics.transition(15)
        end
      end
      def update_transfer_player
        return unless $game_player.transfer?
        @spriteset.dispose
        @spriteset = Spriteset_Map.new
        $scene = Scene_Map.new
        fade = (Graphics.brightness > 0)
        fadeout(30) if fade
        @spriteset.dispose              # Dispose of sprite set
        $game_player.perform_transfer   # Execute player transfer
        $game_map.autoplay              # Automatically switch BGM and BGS
        $game_map.update
        Graphics.wait(15)
        @spriteset = Spriteset_Map.new  # Recreate sprite set
        Input.update
      end
    end

    Credit


    • Deity

    Support


    Please post in this topic at rmrk.net and I will either answer the question myself or refer your question to the script author. You could also go to rpgvx.net and ask Deity directly.

    Known Compatibility Issues

    The script apparently overwrites a couple methods, so it may interfere with other scripts that deal with transitions or with player transfers. You should put this script above Main and below the other default scripts, but you should probably put it ABOVE any other custom scripts you are using.

    Demo


    Demo is attached. It is recommended that you get it from the demo so you can see where to put the transition graphics.

    Translator's Notes


    All of the credit goes to Deity. I made only one minor edit to the script.

    « Last Edit: January 12, 2010, 02:47:42 PM by modern algebra »


     

    hi

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