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[VXA] NAM's Random Battle Transitions

Started by tSwitch, April 13, 2012, 04:36:38 PM

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tSwitch

    NAM'S Random Battle Transitions
    Version: 1.0
    Author: NAMKCOR
    Date: 04/13/2012

    Version History




    <Version 1.0> - First Release


    Planned Future Versions

    none

    Description



    With simple configuration, you too can have a myriad number of random battle transitions for your RPG Maker VX Ace title.

    Features

    Easily set up as many random battle transitions as you want[/li][/list]

    Screenshots

    Battle transitions are animated, and I don't have the time to make a .gif, so you don't get any >:C


    Instructions

    Configuration:
    Ensure that all of your BattleStart graphics are named as follows: BattleStart_X.png, where X is the number.
    Example: if we had 3 BattleStart graphics, I would name them:

    BattleStart_1.png
    BattleStart_2.png
    BattleStart_3.png


    At Configuration Point A (labeled in the script), set the 'return' value to the number of BattleStart graphics in your Graphics/System folder.

    Script




    #==============================================================================
    # ** NAMKCOR's Random Battle Transition
    #------------------------------------------------------------------------------
    #  Override to the standard Scene_Map to allow for random selection of
    #  multiple battle transition graphics.
    #
    #  Configuration:
    #  > Ensure that all of your BattleStart graphics are named as follows:
    #    BattleStart_X.png, where X is the number.
    #
    #  > Example: if we had 3 BattleStart graphics, I would name them:
    #    BattleStart_1.png, BattleStart_2.png, and BattleStart_3.png
    #
    #  > At Configuration Point A, set the 'return' value to the number
    #    of BattleStart graphics in your System folder.
    #==============================================================================

    module NAMKCOR
     
      #============================================================================
      # Configuration Point A
      #============================================================================
      def self.battle_transition_count
        return 10
      end
     
    #==============================================================================
    # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!
    # YOU HAVE BEEN WARNED!
    #==============================================================================
     
      def self.battle_transition_graphic
        return "Graphics/System/BattleStart_" +
               (rand(battle_transition_count) + 1).to_s
      end

    end

    class Scene_Map < Scene_Base
      def perform_battle_transition
        Graphics.transition(60, NAMKCOR.battle_transition_graphic, 100)
        Graphics.freeze
      end
    end

    Support



    Please message me here on RMRK, or at Rockman922@hotmail.com for support.

    Known Compatibility Issues

    none.

    Demo



    This script should be easy enough to set up, but if people end up needing a demo, I'll upload one.

    Terms of Use



    :ccbyncsa:


    FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
    Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

    Mushu

    I needed this. I was trying to pick one battle transition over another and was getting a headache.

    tSwitch

    Linking to a solution to an encryption-based problem that another user contacted me about.

    RPG Maker Web.

    Just on the off chance that someone needs it here.


    FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
    Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon