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#=============================================================================== # RAFAEL_SOL_MAKER's ACE TRANSITION SET v1.

0 #------------------------------------------------------------------------------# Description | With this script you can use a set of multiple customized # | transitions in the teleport, or at the beginning or end of # | battles. You can configure in and out transitions, so a total # | of six different transitions can be used within your game. #------------------------------------------------------------------------------# Script Usage | To change the transitions in-game use the following command: # | # -> | set_transition (transition, filename) # | # | Where 'transition' accepts the following values: MAP_IN, # | MAP_OUT, BATTLE_IN, BATTLE_OUT, BATTLE_END_IN, BATTLE_END_OUT; # | And 'filename' is the name of the bitmap used for transition, # | which should be in the folder 'Graphics/Transitions/'. # | If you prefer to use the fade effect instead, just use a blank # # # # # # # | filename, a empty quote: "" ; | -> | set_transition_wait (duration) | | To set the transition's delay time, in frames. | -> | OBS.: Also uses a teleport sound effect that can be configured

# | by Sound module. The settings and default values can be found # | in the configurable module. #------------------------------------------------------------------------------# Special Thanks: Angel Ivy-chan #------------------------------------------------------------------------------#=============================================================================== #=============================================================================== # VERSION HISTORY #------------------------------------------------------------------------------# ACE TRANSITION SET v1.0 - 04/12/2011(dd/mm/yyyy) # * Initial release (and my very first script in RGSS3!) #------------------------------------------------------------------------------#=============================================================================== module PPVXAce_General_Configs # TRANSITION BETWEEN THE SCENES Transition_In = 'Blind01' # Transition_Out = 'Blind02' # Battle_In = 'Blind03' # Battle_Out = 'Blind04' # Battle_End_In = 'Brick01' # Battle_End_Out = 'Brick02' # Transition_Wait = 60 # end

Map Transition (in) Map Transition (out) Battle Transition (in) Battle Transition (out) Battle End Transition (in) Battle End Transition (out) Transition Delay, in Frames

module Cache # Preparation of Transitions in Cache def self.transition(filename) load_bitmap('Graphics/Transitions/', filename) end end module Sound

# Teleport's Sound Effect def self.play_teleport Audio.se_play('Audio/SE/Run', 25, 50) end end class Game_Interpreter include PPVXAce_General_Configs MAP_IN = 1 MAP_OUT = 2 BATTLE_IN = 3 BATTLE_OUT = 4 BATTLE_END_IN = 5 BATTLE_END_OUT = 6 #Transition: #Transition: #Transition: #Transition: #Transition: #Transition: Map In Map Out Battle In Battle Out End of Battle In End of Battle Out

#-------------------------------------------------------------------------# Change Transitions Between Scenes #-------------------------------------------------------------------------def set_transition (transition = MAP_IN, filename = '') # Selects which transition will be changed case transition when MAP_IN $game_system.map_in = filename when MAP_OUT $game_system.map_out = filename when BATTLE_IN $game_system.battle_in = filename when BATTLE_OUT $game_system.battle_out = filename when BATTLE_END_IN $game_system.battle_end_in = filename when BATTLE_END_OUT $game_system.battle_end_out = filename end end #-------------------------------------------------------------------------# Change the Transition Delay #-------------------------------------------------------------------------def set_transition_wait (duration = 45) $game_system.transition_wait = duration end end class Game_System include PPVXAce_General_Configs attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor :map_in :map_out :battle_in :battle_out :battle_end_in :battle_end_out :transition_wait :was_in_battle

alias solmaker_transition_initialize initialize def initialize

solmaker_transition_initialize load_transitions end def load_transitions @map_in = Transition_In @map_out = Transition_Out @battle_in = Battle_In @battle_out = Battle_Out @battle_end_in = Battle_End_In @battle_end_out = Battle_End_Out @transition_wait = Transition_Wait @was_in_battle = false end end class Scene_Map < Scene_Base def pre_transfer @map_name_window.close case $game_temp.fade_type when 0 perform_map_transition_out when 1 white_fadeout(fadeout_speed) end end def post_transfer case $game_temp.fade_type when 0 perform_map_transition_in when 1 white_fadein(fadein_speed) end @map_name_window.open end def perform_transition if Graphics.brightness == 0 Graphics.transition(0) fadein(fadein_speed) else $game_system.was_in_battle ? perform_battle_end_transition : super end end def perform_battle_transition filename = "" if $game_system.battle_out != "" filename = 'Graphics/Transitions/'+ $game_system.battle_out end Graphics.transition($game_system.transition_wait, filename) Graphics.freeze end def perform_battle_end_transition $game_system.was_in_battle = false filename = ""

if $game_system.battle_end_in != "" filename = 'Graphics/Transitions/' + $game_system.battle_end_in end Graphics.transition($game_system.transition_wait, filename) end def perform_map_transition_out Graphics.freeze @spriteset.dispose filename = "" if $game_system.map_out != "" filename = 'Graphics/Transitions/' + $game_system.map_out end Graphics.transition($game_system.transition_wait, filename) end def perform_map_transition_in Graphics.wait($game_system.transition_wait / 2) Graphics.freeze @spriteset = Spriteset_Map.new filename = "" if $game_system.map_in != "" filename = 'Graphics/Transitions/' + $game_system.map_in end Graphics.transition($game_system.transition_wait, filename) end end class Scene_Battle < Scene_Base def perform_transition filename = "" if $game_system.battle_in != "" filename = 'Graphics/Transitions/'+ $game_system.battle_in end Graphics.transition($game_system.transition_wait, filename) end def pre_terminate super $game_system.was_in_battle = true perform_map_transition if SceneManager.scene_is?(Scene_Map) Graphics.fadeout(60) if SceneManager.scene_is?(Scene_Title) end def perform_map_transition Graphics.freeze @spriteset.dispose filename = "" if $game_system.battle_end_out != "" filename = 'Graphics/Transitions/' + $game_system.battle_end_out end Graphics.transition($game_system.transition_wait, filename) end end