08-29-2008, 01:00 PM
Transition When Teleporting
By Ánemus
Aug 29 2008
Introduction
We all know how to make a transition within the same map. And if you don't it's time you learn. Prepare transition, change whatever you like, execute transition. But... I wantet to find a way I could make transitions within maps. The scritpt came along easily. This is the second version, and basically its manipulated from the Teleport part (except the indication of the transition file).
Code
Instructions
Ok, before calling the teleport, put Call Script, and in it set any of this:
Option 1: Use a single transition file.
where file is the transition file in the Transitions folder. If we put, for example, "Transition1" and there is another transition file called "Transition1-", It will execute the first transition to go to black and the second to go back to the next map. Else, it will use the same transition.
NOTE: If you set the teleport parameter Erase (or whatever in the bottom right corner) to no, it wont check for "Transition1-". I'll explain why later.
Option 2: Using two transition files.
In this system it wont' matter if file1- exists, the going from black to map will be made with file2.
Note: if you set the Ease thingy in NO, it wont use the second transition.
Now you can call Teleport. In the bottom right of the teleport window (I guess) there is a box that says Erase, yes, no, that is if the map should go to black before going to the second map (in the default script). It works the same with my script. If you want to go to black before going to the other map, say yes (the effect is cooler) and then the second transition will be aplyed. Else, if you set it to no, it will do only the first transition that directly "transicts" to the next map. Try it out, is easier to understand that way.
By Ánemus
Aug 29 2008
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No support is given. If you are the owner of the thread, please contact administration.
Introduction
We all know how to make a transition within the same map. And if you don't it's time you learn. Prepare transition, change whatever you like, execute transition. But... I wantet to find a way I could make transitions within maps. The scritpt came along easily. This is the second version, and basically its manipulated from the Teleport part (except the indication of the transition file).
Code
Code:
#Transition System When changin the map
This is something you should try out. 10 is minimum, indicates that the trasnition wil be sharp
and 120 is the maximum and indicates that the transition is kind of blurry.
AMBIGUITY =40
class Interpreter
# ------------------------------------
def command_201
if $game_temp.player_transferring or
$game_temp.message_window_showing or
$game_temp.transition_processing
return false
end
$game_temp.player_transferring = true
if @parameters[0] == 0
$game_temp.player_new_map_id = @parameters[1]
$game_temp.player_new_x = @parameters[2]
$game_temp.player_new_y = @parameters[3]
$game_temp.player_new_direction = @parameters[4]
else
$game_temp.player_new_map_id = $game_variables[@parameters[1]]
$game_temp.player_new_x = $game_variables[@parameters[2]]
$game_temp.player_new_y = $game_variables[@parameters[3]]
$game_temp.player_new_direction = @parameters[4]
end
@index += 1
$game_temp.transition_processing = false
if @parameters[5] == 0
$mnm = true
$game_temp.transition_processing = true
end
return false
end
end
class Scene_Map
def transfer_player
hide(3)
$game_temp.player_transferring = false
if $game_map.map_id != $game_temp.player_new_map_id
$game_map.setup($game_temp.player_new_map_id)
end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
$game_player.straighten
$game_map.update
if $trans == nil
$trans = ""
end
if $trans == ""
if $game_temp.transition_processing
Graphics.freeze
@a.visible = false
@spriteset.dispose
Graphics.transition(20)
Graphics.freeze
@spriteset = Spriteset_Map.new
@a.visible = true
Graphics.transition(20)
else
Graphics.freeze
@spriteset.dispose
@spriteset = Spriteset_Map.new
Graphics.transition(1)
end
else
@trans2 = $trans
if FileTest.exist?("Graphics/Transitions/"+@trans2+"-.png")
@trans2 += "-"
end
@trans2 = $secondtrans if $secondtrans != nil
$secondtrans = nil
if $game_temp.transition_processing
Graphics.freeze
@a.visible = false
@spriteset.dispose
Graphics.transition(10, "Graphics/Transitions/"+$trans, AMBIGUITY)
Graphics.freeze
@a.visible = true
@spriteset = Spriteset_Map.new
Graphics.transition(10, "Graphics/Transitions/"+@trans2, AMBIGUITY)
else
Graphics.freeze
@spriteset.dispose
@spriteset = Spriteset_Map.new
Graphics.transition(20, "Graphics/Transitions/"+$trans, AMBIGUITY)
end
end
$trans = ""
$game_temp.transition_processing = false
$game_map.autoplay if !$blockmusic
Graphics.frame_reset
Input.update
end
end
Instructions
Ok, before calling the teleport, put Call Script, and in it set any of this:
Option 1: Use a single transition file.
Code:
$trans = "file"
where file is the transition file in the Transitions folder. If we put, for example, "Transition1" and there is another transition file called "Transition1-", It will execute the first transition to go to black and the second to go back to the next map. Else, it will use the same transition.
NOTE: If you set the teleport parameter Erase (or whatever in the bottom right corner) to no, it wont check for "Transition1-". I'll explain why later.
Option 2: Using two transition files.
Code:
$trans = "file1"
$secondtrans = "file2"
In this system it wont' matter if file1- exists, the going from black to map will be made with file2.
Note: if you set the Ease thingy in NO, it wont use the second transition.
Now you can call Teleport. In the bottom right of the teleport window (I guess) there is a box that says Erase, yes, no, that is if the map should go to black before going to the second map (in the default script). It works the same with my script. If you want to go to black before going to the other map, say yes (the effect is cooler) and then the second transition will be aplyed. Else, if you set it to no, it will do only the first transition that directly "transicts" to the next map. Try it out, is easier to understand that way.