Author Topic: [XP] Transition Pack Add-On  (Read 7300 times)

Offline ForeverZer0

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[XP] Transition Pack Add-On
« on: December 03, 2010, 06:23:03 AM »
Transition Pack Add-Ons
Authors: ForeverZer0
Version: 1.0
Type: Custom Transitions
Key Term: Misc Add-on

Introduction
This is a thread to post additional transition to use with Fantasist's Transition Pack, which can be found here: http://forum.chaos-project.com/index.php/topic,1390.0.html

I would normally post this in the thread for the script, or submit it to see if it could be added, but the original auhor of the script is no longer active on the forum.


Intructions
Adding them is easy, just follow these steps:
  • Copy and paste the code for the transition you would like to add to the original script.
  • Find the "call_effect" method near the top of the script.
  • Create a new line before the "end" in the case statements ( "when NUMBER then .... ")
  • Follow the pattern, and add your own line, like this:
Code: [Select]
when NUMBER then METHOD_NAME
  • Repeat this process in the second part of the "call_effect" method, but this time add a "(*args)" to the end of the line:
Code: [Select]
when NUMBER then METHOD_NAME(*args)
  • You can now call the method with the number that you defined in the lines you added!


Adding Sound Effects
To add a sound effect, simply add a line into the desired method like this.
Code: [Select]
$game_system.se_play(RPG::AudioFile.new('SE_FILENAME', VOLUME, PITCH))

SE_FILENAME: Name of a file in the Audio/SE directory. Must be a string (within '  ' or "  ").
VOLUME: Desired volume to use for sound effect. (0 - 100)
PITCH: Desired pitch to use for sound effect. (50 - 150)

It is important to pay attention as to where you place the line.
Placing it in the middle of an iteration will cause the game to attempt to play the sound effect many times per second (usually). If you are in doubt, it will usually be okay to simply place it at the beginning of the method, or just experiment around to see what best suits your needs.

Submission
I would be happy to include methods created by others to this thread. If you have created a custom transition and would like to submit, please do so, using this template:

Code: [Select]
[hr]
[b][u][color=green]<NAME OF EFFECT>[/color][/u][/b]

[spoiler][quote]<CODE FOR THE METHOD GOES HERE, BUT USE CODE TAGS>[/quote][/spoiler]

<SMALL EXPLANATION OF WHAT IT DOES>

[list]
[*][b]<ARGUMENT1:>[/b] <EXPLAIN WHAT THE FIRST ARGUMENT DOES>
[*][b]<ARGUMENT2:>[/b] <EXPLAIN WHAT THE SECOND ARGUMENT DOES>
[*]<AND SO ON...>
[/list]


Tile Sprite Method

(click to show/hide)

This is not a transition, but is a required method for some of them. The transitions that require it will have a note stating that they do in the description.

Double Zoom

(click to show/hide)

Zooms in, then back out, then in again. Both zoom levels are configurable.

  • FRAMES: Total number of frames the transition will take.
  • ZOOM1: The target zoom level of the first zoom.
  • ZOOM2: The target zoom of the second zoom.

Retro Final Fantasy

(click to show/hide)

Classic transition used in early SNES Final Fantasy games. Similiar to the double zoom, does a quick double stammer, then zooms in all the way very quickly.

  • ZOOM1: Level of zoom used in the initial stutter.
  • ZOOM2: Level of zoom for the final zoom.

Downward Spiral

(click to show/hide)

Screen rotates as it falls fading away.

  • FRAMES: Total number of frames the transition takes to fall away completely.
  • ROTATION SPEED: Defines how fast the screen rotates in degrees.

Blackhole

(click to show/hide)

Screen is broken into small pieces, which are then sucked into a specific point on the screen.

  • SPEED: Defines how fast the pieces move to the SOURCE.
  • TILESIZE: Size, in pixels, of the width and height that the tiles that the screen is broken into.
  • SOURCE: A two element array that defines the X and Y, in pixels, of the origin point of the "blackhole".
REQUIRES "tile_sprite" METHOD. (see above)

Wave Distort

(click to show/hide)

Causes the screen to distort in a "wave" effect.

  • FRAMES: Total number of frames the transition will take.
  • DIRECTION: Corresponds to the direction the wave comes from. (2 = down, 4 = left, 6 = right, 8 = up)
  • POWER: The level of the distort. Should be a small number between 0 and 1.
REQUIRES "tile_sprite" METHOD. (see above)

Radial Break

(click to show/hide)

Screen breaks into hundreds of pieces in a wave effect, and then move towards the source of the wave in a random pattern.

  • FRAMES: Number of frames the transition will take. (approx.)
  • TILESIZE: Size, in pixels, of the width and height that the tiles that the screen is broken into.
  • DIRECTION: Corresponds to the direction the wave comes from. (2 = down, 4 = left, 6 = right, 8 = up)
  • SPEED: Speed at which the pieces move.
REQUIRES "tile_sprite" METHOD. (see above)
« Last Edit: December 11, 2010, 05:32:52 AM by ForeverZer0 »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Blizzard

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Re: Transition Pack Add-On
« Reply #1 on: December 05, 2010, 11:57:37 AM »
You forgot to fill out the topic header. D:
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Offline ForeverZer0

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Re: Transition Pack Add-On
« Reply #2 on: December 05, 2010, 08:01:42 PM »
You want me to format this for the database?

I didn't really "forget" to do it, I just wasn't sure if this would be the type of thing to go to the database. I shall make it look it nice for you though...  ;)
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Offline Fantasist

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Re: [XP] Transition Pack Add-On
« Reply #3 on: December 05, 2010, 09:18:55 PM »
Awesome, man! :D  *levels up*
I've edited the first post in my topic to point here. Nice job :)
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Offline ForeverZer0

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Re: [XP] Transition Pack Add-On
« Reply #4 on: December 05, 2010, 09:31:02 PM »
Thanks!  :haha:

I would have asked you if you wanted to add them in to yours, but you haven't been around. You still can if you like, or a link to this would be sufficient as well.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

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Re: [XP] Transition Pack Add-On
« Reply #5 on: December 05, 2010, 11:37:31 PM »
It's a "plugin" for FTS's script after all. xD
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Offline Fantasist

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Re: [XP] Transition Pack Add-On
« Reply #6 on: December 06, 2010, 03:25:51 PM »
I've linked to this topic in my topic. Better this way, I won't stay for long.
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Offline MikePjr

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Re: [XP] Transition Pack Add-On
« Reply #7 on: December 09, 2010, 10:10:47 PM »
Lol, you could have at least mentioned how i requested the retro final fantasy one >_<
And how do i add the definition?

Offline ForeverZer0

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Re: [XP] Transition Pack Add-On
« Reply #8 on: December 09, 2010, 11:33:10 PM »
Quote from: Instructions from the top of the page.
Adding them is easy, just follow these steps:

Copy and paste the code for the transition you would like to add to the original script.
Find the "call_effect" method near the top of the script.
Create a new line before the "end" in the case statements ( "when NUMBER then .... ")
Follow the pattern, and add your own line, like this:
Code:
when NUMBER then METHOD_NAME
Repeat this process in the second part of the "call_effect" method, but this time add a "(*args)" to the end of the line:
Code:
when NUMBER then METHOD_NAME(*args)
You can now call the method with the number that you defined in the lines you added!
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Mimi Chan

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Re: [XP] Transition Pack Add-On
« Reply #9 on: December 10, 2010, 05:32:24 AM »
Oh nice new transition *.*

I wonder if its possible to put a random background behind instead of just black screen? (think loading screen) and maybe put SE per kind of transition o.oa
I would love to hear an exploding sound with some of the transition *.*
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Offline ForeverZer0

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Re: [XP] Transition Pack Add-On
« Reply #10 on: December 11, 2010, 03:19:43 AM »
I made an edit to the "Radial Break" effect. It does nothing new, but is a little more efficient since I removed a few lines of code that were in there needlessly. I had accidentally made the same calculations twice for no reason.


EDIT: Okay, made an edit to the post this time. Added instructions on how to add sound effects.
« Last Edit: December 11, 2010, 05:33:47 AM by ForeverZer0 »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Mimi Chan

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Re: [XP] Transition Pack Add-On
« Reply #11 on: December 13, 2010, 07:20:13 AM »
Oh nice sound effects *.*

Though it's kinda hard to time the sound effect with transition, specially when using multiple SE O.O
How about an option of playing animation too? It's easier to set up SE there ^^;
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