Shatter Transitions
Version: 1.1.0
Original Author: modern algebra
Editing Author: Exhydra
Date: May 30, 2014
Version History
- <Version 1.1> 05.30.2014 - Updated for VXA; added line hash cache functionality to drastically reduce lag
- <Version 1.0> 05.12.2010 - Original Release
Description
This script allows you to have more dynamic battle transitions that directly change the on-screen image, rather than simply blend it as normal transition graphics do. It also includes a feature to use RMXP style transitions, meaning that the next scene will show up behind the transition instead of simply being black.
There are 11 new types of transitions:
- Zoom In - this simply zooms in quickly on the player
- Vertical Blinds - screen splits into 8 vertical bars and they alternate, one moving up and the next moving down
- Horizontal Blinds - screen splits into 8 horizontal bars and they alternate, one moving left and the next moving right
- Horizontal Curtain - Screen splits vertically down the middle; the left side slides to the left and the right side slides to the right
- Vertical Curtain - Screen splits horizontally down the middle; the bottom slides down and the top slides up
- Rotate & Shrink - the whole screen rotates and shrinks
- Grid Rotate & Shrink - the screen is divided into a 4x4 grid, and each piece rotates and shrinks individually
- Shatter & Fall - the screen shatters according to its image and the pieces rotate & fall at varying speeds
- Shatter & Shrink - the screen shatters & the pieces rotate & shrink
- Shatter Pivot Collapse - the screen shatters and the pieces rotate 90 degrees from one edge
- Shatter Motion - the screen shatters and the pieces will move up, down, left, or right at varying speeds depending on the image.
Shatter Image Transitions: the last four require shatter images and will split into a number of pieces depending on how the image is set up. See line 67 for instructions on image setup. Also, some of these may lag on slower computers, so if you are worried about that, then only use the first 7 transition types or use shatter images with less pieces. You can also try to just turn off rotation, since that is the most likely culprit - the configurable options in the script allow you to set a switch that, when ON, will turn rotation off.
Features
- Allows for some neater transitions
- Can also turn on RMXP style transitions, which puts the scene being transitioned to directly behind the transition, instead of a black screen
- Can easily create your own shatter images
- Options to reduce lag
- Everything important in the script is controlled by in-game switches and variables
Screenshots Instructions
Please see the header of the script.
Shatter Images must be placed in the System folder of Graphics.
Script
Credit
Thanks
- Skies of Arcadia, for having this feature
Support
Please post here at RMRK for support.
Known Compatibility Issues
No currently known compatibility issues.
Demo
Author's Notes
The script will perform the CPU intensive line hash function for the custom shatter images during game testing mode if the line hash cache file (<shatter_image_name>.lhc) has a file time stamp older than the shatter image. The line hash cache file can be read even after stored in an encrypted game archive.
There are some inelegant portions in the script (such as the 'perform_line_hash?' function) that I need to tweak, but everything should work perfectly.