- Master of DragonsMembre
- Nombre de messages : 200
Age : 31
Localisation : Toujours là (même absent)
Distinction : aucune
Date d'inscription : 28/07/2010
[VX ACE] Demande de script [résolu]
Dim 25 Déc 2011 - 23:38
Voilà, je sais que ce script qui permet de choisir la transition qui se fait avant un combat existe sous VX mais malheureusement il n'est pas compatible avec ACE.
Si quelqu'un pouvait le convertir ce serait gentil.
Merci bien ^^
Si quelqu'un pouvait le convertir ce serait gentil.
Merci bien ^^
Re: [VX ACE] Demande de script [résolu]
Lun 26 Déc 2011 - 17:57
Moi je dit qu'il faut un peu attendre avant de faire une demande de script, le logiciel est trop jeune
Surtout que c'est le genre de script qui sortira d'ici peu
Surtout que c'est le genre de script qui sortira d'ici peu
- LunriMembre
- Nombre de messages : 675
Age : 33
Distinction : aucune
Date d'inscription : 31/07/2011
Re: [VX ACE] Demande de script [résolu]
Lun 26 Déc 2011 - 21:51
- Code:
#===============================================================================
# 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' # Map Transition (in)
Transition_Out = 'Blind02' # Map Transition (out)
Battle_In = 'Blind03' # Battle Transition (in)
Battle_Out = 'Blind04' # Battle Transition (out)
Battle_End_In = 'Brick01' # Battle End Transition (in)
Battle_End_Out = 'Brick02' # Battle End Transition (out)
Transition_Wait = 60 # Transition Delay, in Frames
end
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 #Transition: Map In
MAP_OUT = 2 #Transition: Map Out
BATTLE_IN = 3 #Transition: Battle In
BATTLE_OUT = 4 #Transition: Battle Out
BATTLE_END_IN = 5 #Transition: End of Battle In
BATTLE_END_OUT = 6 #Transition: 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 :map_in
attr_accessor :map_out
attr_accessor :battle_in
attr_accessor :battle_out
attr_accessor :battle_end_in
attr_accessor :battle_end_out
attr_accessor :transition_wait
attr_accessor :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
Par Rafael_Sol_Maker. Pas testé
- Master of DragonsMembre
- Nombre de messages : 200
Age : 31
Localisation : Toujours là (même absent)
Distinction : aucune
Date d'inscription : 28/07/2010
Re: [VX ACE] Demande de script [résolu]
Mar 27 Déc 2011 - 0:49
Mais c'est parfait !!!!
Merci bien !
Merci bien !
- Docteur Kojy.Staffeux retraité
- Nombre de messages : 1210
Age : 29
Localisation : si tu dis mon pseudo 3 fois devant un miroir, j'apparais derrière toi !
Distinction : Sauveur préféré de notre chère patrie la communauté
Officieusement le coach-vocal-impresario-choriste-muse-amant de Coco'[Coco' himself ]
Attend toujours de le voir apparaitre après avoir dit son pseudo 256 fois devant un miroir [Xak' ]
Si tu le poses contre ton oreille, tu entends un Sonic Rainboom.
Date d'inscription : 24/02/2008
Re: [VX ACE] Demande de script [résolu]
Mar 27 Déc 2011 - 0:55
C'est résolu, je déplace.
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