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RPG Maker => RPG Maker Scripts => RMVX Ace Script Database => Topic started by: tSwitch on April 20, 2012, 02:45:19 pm

Title: [VX][VXA] NAM's Random Battle Transitions
Post by: tSwitch on April 20, 2012, 02:45:19 pm
NAM'S Random Battle Transitions
Authors: NAMKCOR
Version: 1.0
Type: Eye Candy
Key Term: Battle Add-on



Introduction

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


Features




Screenshots

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


Demo

N/A


Script

Spoiler: ShowHide

#==============================================================================
# ** 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



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.


Compatibility

None.


Credits and Thanks




Author's Notes

Enjoy.
Title: Re: [VXA] NAM's Random Battle Transitions
Post by: Blizzard on April 24, 2012, 02:34:44 am
*pokes NAMK / one of the mods* Template. ._.
Title: Re: [VXA] NAM's Random Battle Transitions
Post by: G_G on April 24, 2012, 08:06:20 am
*applied template and moves*
Title: Re: [VXA] NAM's Random Battle Transitions
Post by: LiTTleDRAgo on April 24, 2012, 10:52:29 am
by the way, it seems this script can be used in VX too
Title: Re: [VXA] NAM's Random Battle Transitions
Post by: Blizzard on April 24, 2012, 11:05:17 am
Let us know if it works after you have tried it out. :)
Title: Re: [VXA] NAM's Random Battle Transitions
Post by: LiTTleDRAgo on April 24, 2012, 11:30:34 am
yes, I tried that and works both in VX and VXA
Title: Re: [VX][VXA] NAM's Random Battle Transitions
Post by: Blizzard on April 24, 2012, 11:52:47 am
*fixed title to include [VX] tag*