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RMRK RPG Maker Creation => VX Ace => VXA Scripts Database => Topic started by: exhydra on May 31, 2014, 12:49:28 AM

Title: [VXA] Shatter Transitions 1.1.0
Post by: exhydra on May 31, 2014, 12:49:28 AM
Shatter Transitions
Version: 1.1.0
Original Author: modern algebra
Editing Author: Exhydra
Date: May 30, 2014

Version History



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:
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


Screenshots

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F3424%2Fshatterscreen.png&hash=8f950ac2b02d96b48499d307bc20ff03c75a0586)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3608%2Fshatterscreen2.png&hash=1482f0cf91b095d9f90bc342851901ebba636240)

Instructions

Please see the header of the script.
Shatter Images must be placed in the System folder of Graphics.

Script


Download (Script) (https://www.dropbox.com/s/ngi6zt3nweopbcj/Shatter%20Transitions.txt)
Download (Shatter Image Samples) (https://www.dropbox.com/s/q1der3fpwvui9i8/System%20Shatter%20Image%20Samples.zip)

Credit



Thanks


Support


Please post here at RMRK for support.

Known Compatibility Issues

No currently known compatibility issues.

Demo


Demo (https://www.dropbox.com/s/7ofzb1iasplpow3/Shatter%20Transitions.zip)

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.
Title: Re: [VXA] Shatter Transitions 1.1.0
Post by: modern algebra on May 31, 2014, 02:15:39 PM
Cool Exhydra, thanks for making this. I hadn't done a very good job on the one for VX, so although I had wanted to port it I knew it'd take some work. Thanks though, and no need to give any credit to me.
Title: Re: [VXA] Shatter Transitions 1.1.0
Post by: exhydra on May 31, 2014, 04:59:57 PM
Eeh, the code is still essentially yours. I still need to optimize and tinker.