Author Topic: [XP] Fantasist's Transition Pack Edit  (Read 5578 times)

Offline ThallionDarkshine

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[XP] Fantasist's Transition Pack Edit
« on: December 14, 2012, 03:57:14 AM »
Transition Pack Edit
Authors: Fantasist, ForeverZero, ThallionDarkshine
Version: 0.22
Type: Transition Script
Key Term: Misc Add-on

Introduction

You know Fantasist's awesome transition pack, allowing you to have really cool transitions. Well, in Chaos Project (the game) I saw that blizz had modified his version of the script to transition directly to the new scene. I modified Fantasist's script, adding a few transitions along with support for showing the new scene in the background.

Features

  • Extra-cool Transitions
  • Show next scene in the background during the transition

Screenshots



Demo

None yet.

Script

(click to show/hide)

Instructions

In the script.

Compatibility

None known, except transitions to Scene_Map showing the background won't work because of the way Tilemap is written.

Credits and Thanks

  • Fantasist
  • ForeverZero
  • ThallionDarkshine

Author's Notes

Note, you need this dll for this script to work.
« Last Edit: May 28, 2015, 11:16:54 PM by ThallionDarkshine »

Offline LiTTleDRAgo

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #1 on: December 14, 2012, 05:38:49 AM »
the script is broken

Offline Blizzard

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #2 on: December 14, 2012, 09:27:59 AM »
Let me try something.

EDIT: I thought the character limit may be a problem (though, I set it to 200k the last if I remember right), but it wasn't. Your Internet connection may have had a hic-up for a moment while you were submitting your post, Thal.
BTW, I gave you 10 levels. You always posts scripts and stuff, but people forget to level you up. :)
« Last Edit: December 14, 2012, 09:31:35 AM by Blizzard »
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Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #3 on: December 14, 2012, 10:05:27 AM »
The script appears fragmented.  Well, for me and my shitty browser / computer anyway.

The last thing I get in the code snippet box ends right in the middle of a definition.

Code: [Select]
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.

That is the very last line of code that I am able to grab.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #4 on: December 14, 2012, 01:42:37 PM »
Alright, I fixed it.

@blizz - Thanks, I just looked through all my random test projects and was like, "People might like these scripts"

Offline G_G

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #5 on: December 14, 2012, 02:49:31 PM »
Nice job Thallion. Might wanna add a download for the screenshot.dll though. Not everyone has it/knows how to get it. :3 *levels up*

Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #6 on: December 14, 2012, 05:46:00 PM »
Nice job Thallion. Might wanna add a download for the screenshot.dll though. Not everyone has it/knows how to get it. :3 *levels up*

That would be me.  Need the screenshot.dll link or bundle in a demo.

Screenshot.dll Download Here
« Last Edit: December 21, 2012, 05:55:38 AM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline fenryo

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good
« Reply #7 on: December 18, 2012, 11:49:02 AM »
Hope this will not be a necropost. Just want to say thank you

Offline Memor-X

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #8 on: December 20, 2012, 12:59:04 AM »
when i was working on Black Core i had to fix up a work around to allow this....ofcause i completely forgot what the hell i did but it's good to have a script which does this for me rather than going though code and looking for what i did and add it in every time

Trish: hay Angela, you should take the role, you always wanted to be an actress
Angela: yeh but what about you
Trish: i'll become one too
Angela: what? but about you being a Doll Turner
Trish: first, i'm 500 years old in a 19 year old body, i deserve a rank higher than other tuners, like Miester or something, second, i want to help you since you mean a lot to me
Angela: *imagine kissing scene between them and blushes* thank you
Trish: why are you going red? you should know i can only fix Dolls, not humans

Offline finalholylight

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #9 on: December 20, 2012, 05:41:40 PM »
How can I change transition effect during the game, example: when player battles with boss, I changes current transition effect to other transition effect.

Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #10 on: December 29, 2012, 04:20:53 AM »
How can I change transition effect during the game, example: when player battles with boss, I changes current transition effect to other transition effect.

Use an Event Script:
Transition::BATTLE_EFFECT=1

Just copy and paste that into your Event Script.  Replace 1 with your desired effect for that boss.  In that same Event, after you call your Battle, you'll probably want to do the same thing and set it back to what you had previously.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #11 on: December 29, 2012, 04:51:30 AM »
Actually that wouldn't work, seeing as BATTLE_EFFECT is a constant. I actually added that feature in, I just never got around to posting it. I'll put it up in the morning.

Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #12 on: December 29, 2012, 09:26:27 PM »
It shouldnt work, however Ruby allows constants to be changed on the fly.  There are some stipulations about changing the value of a constant, but for the purposes described here, we might as well consider consts to be the same thing as a variable.  Yeah, it does defeat the purpose of a constant, doesnt it?
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #13 on: December 29, 2012, 11:09:10 PM »
Really. That's weird then, I think I actually tried to do that with one of my other scripts, but couldn't get it to work. Well, anyways, your method's much better that mine.

Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #14 on: January 01, 2013, 12:05:47 PM »
I think it may have to do with modules not being frozen, according to ruby-doc.org

There are apparently a few changes I need to make the XRXS rewrite to be compatible with this.  So XRXS Battle isnt working with this script just yet.

So, what would it take to implement some form of "Shatter" transition, I.E. Final Fantasy X?

---

Edit: Found a minor bug.  When the Troop has a Text Command in its Battle Events, @message_window appears during the transition, then fades in again after the transition completes.
« Last Edit: January 01, 2013, 11:13:01 PM by Heretic86 »
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #15 on: January 02, 2013, 06:35:56 AM »
Alright, thanks for pointing that out. I'll try to fix that.

And i have no clue how to make a shatter transition. Can you link to/post a screenie/video of what that would look like?

Offline Heretic86

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #16 on: January 03, 2013, 08:05:10 AM »
Alright, thanks for pointing that out. I'll try to fix that.

And i have no clue how to make a shatter transition. Can you link to/post a screenie/video of what that would look like?

I tried taking a crack at that bug when I initially thought it was another compatability issue with the XRXS Battle System, but it wasnt.  For the record, I havent posted the update for XRXS yet, but thats off the point.  What I think is happening is that when main is called, message processing happens which causes @message_window.visible to be set to true, causing the glitch.

As far as the "Shatter" Transition, there is another version for VX, but I guarantee it wont be compatible.

http://rmrk.net/index.php/topic,38589.0.html

Imagine it this way.  You are looking at your screen and it gets hit with something.  The screen breaks into several large glass shards that fall (rotate and move) away.  In the VX link there, the guy that wrote it said he isnt an artist.  He does accomplish the effect, but what his non artistic eye missed is that when things fall away, they accelerate.  I havent read through the transition effect script enough to know how it is pulled off, but you might be able to use an image to create the initial shatter, then treat each "Shard" as a sprite and mess with them falling away.

For a quick reference of Final Fantasy X, watch the first 20 seconds of this video to see what I mean.

http://www.youtube.com/watch?v=MAGW3QmVIcY
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Offline ThallionDarkshine

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Re: [XP] Fantasist's Transition Pack Edit
« Reply #17 on: January 26, 2013, 01:24:46 PM »
Actually, it wasn't even in main. It was the update method that messed it up. So now I made a module and included it to all the default scenes to override the update method during transitions.

Edit - Update to version 0.21. This update is just a quick bugfix to stop a stack level too deep error when the user enters Scene_Load or Scene_Save.

Edit2 - Update to version 0.22. This update is another quick bugfix to prevent some compatibility errors and an invalid screenshot for any games whose titles contain the '0' character.
« Last Edit: May 28, 2015, 10:38:12 PM by ThallionDarkshine »