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Added HGSS "Vs Trainer" battle transition
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@@ -1,5 +1,18 @@
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#===============================================================================
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# Registers special battle transition animations which may be used instead of
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# the default ones. There are examples below of how to register them.
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#
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# The register call has 4 arguments:
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# 1) The name of the animation. Typically unused, but helps to identify the
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# registration code for a particular animation if necessary.
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# 2) The animation's priority. If multiple special animations could trigger
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# for the same battle, the one with the highest priority number is used.
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# 3) A condition proc which decides whether the animation should trigger.
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# 4) The animation itself. Could be a bunch of code, or a call to, say,
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# pbCommonEvent(20) or something else. By the end of the animation, the
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# screen should be black.
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# Note that you can get an image of the current game screen with
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# Graphics.snap_to_bitmap.
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#===============================================================================
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module SpecialBattleIntroAnimations
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# [name, priority number, "trigger if" proc, animation proc]
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@@ -31,6 +44,10 @@ end
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#===============================================================================
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# Battle intro animation
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#===============================================================================
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class Game_Temp
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attr_accessor :transition_animation_data
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end
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def pbSceneStandby
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$scene.disposeSpritesets if $scene.is_a?(Scene_Map)
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RPG::Cache.clear
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@@ -100,33 +117,7 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
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anim = "FourBallBurst"
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end
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end
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# Initial screen flashing
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c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
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viewport.color = Color.new(c, c, c) # Fade to black/white a few times
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half_flash_time = 0.2 # seconds
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2.times do # 2 flashes
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timer = 0.0
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loop do
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if timer < half_flash_time
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viewport.color.alpha = 255 * timer / half_flash_time
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else
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viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
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end
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timer += Graphics.delta_s
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Graphics.update
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pbUpdateSceneMap
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break if timer >= half_flash_time * 2
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end
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end
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# Take screenshot of game, for use in some animations
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$game_temp.background_bitmap&.dispose
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$game_temp.background_bitmap = Graphics.snap_to_bitmap
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# Play main animation
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Graphics.freeze
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viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
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Graphics.transition(25, "Graphics/Transitions/" + anim)
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# Slight pause after animation before starting up the battle scene
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pbWait(Graphics.frame_rate / 10)
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pbBattleAnimationCore(anim, viewport, location)
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end
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pbPushFade
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# Yield to the battle scene
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@@ -157,32 +148,74 @@ def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)
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$game_temp.in_battle = false
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end
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def pbBattleAnimationCore(anim, viewport, location, num_flashes = 2)
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# Initial screen flashing
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if num_flashes > 0
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c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
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viewport.color = Color.new(c, c, c) # Fade to black/white a few times
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half_flash_time = 0.2 # seconds
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num_flashes.times do # 2 flashes
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timer = 0.0
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loop do
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if timer < half_flash_time
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viewport.color.alpha = 255 * timer / half_flash_time
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else
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viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
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end
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timer += Graphics.delta_s
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Graphics.update
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pbUpdateSceneMap
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break if timer >= half_flash_time * 2
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end
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end
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end
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# Take screenshot of game, for use in some animations
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$game_temp.background_bitmap&.dispose
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$game_temp.background_bitmap = Graphics.snap_to_bitmap
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# Play main animation
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Graphics.freeze
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viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
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Graphics.transition(25, "Graphics/Transitions/" + anim)
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# Slight pause after animation before starting up the battle scene
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pbWait(Graphics.frame_rate / 10)
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end
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#===============================================================================
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# Vs. battle intro animation
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# If you want to add a custom battle intro animation, copy the code below for
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# the Vs. animation and adapt it to your own. The register call has 4 arguments:
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# 1) The name of the animation. Typically unused, but helps to identify an
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# animation.
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# 2) The animation's priority. If multiple special animations could trigger
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# for the same battle, the one with the highest priority number is used.
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# 3) A condition proc which decides whether the animation should trigger.
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# 4) The animation itself. Could be a bunch of code, or a call to, say,
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# pbCommonEvent(20) or something else. By the end of the animation, the
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# screen should be black.
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# Note that you can get an image of the current game screen with
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# Graphics.snap_to_bitmap.
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# Play the HGSS "VSTrainer" battle transition animation for any single trainer
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# battle where the following graphics exist in the Graphics/Transitions/
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# folder for the opponent:
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# * "hgss_vs_TRAINERTYPE.png" and "hgss_vsBar_TRAINERTYPE.png"
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# This animation makes use of $game_temp.transition_animation_data, and expects
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# it to be an array like so: [:TRAINERTYPE, "display name"]
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#===============================================================================
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SpecialBattleIntroAnimations.register("vs_trainer_animation", 60, # Priority 60
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proc { |battle_type, foe, location| # Condition
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next false if battle_type != 1 # Single trainer battle
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tr_type = foe[0].trainer_type
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next pbResolveBitmap("Graphics/Transitions/hgss_vs_#{tr_type}") &&
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pbResolveBitmap("Graphics/Transitions/hgss_vsBar_#{tr_type}")
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},
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proc { |viewport, battle_type, foe, location| # Animation
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$game_temp.transition_animation_data = [foe[0].trainer_type, foe[0].name]
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pbBattleAnimationCore("VSTrainer", viewport, location, 1)
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$game_temp.transition_animation_data = nil
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}
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)
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#===============================================================================
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# Play the original Vs. Trainer battle transition animation for any single
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# trainer battle where the following graphics exist in the Graphics/Transitions/
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# folder for the opponent:
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# * "vsTrainer_TRAINERTYPE.png" and "vsBar_TRAINERTYPE.png"
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#===============================================================================
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##### VS. animation, by Luka S.J. #####
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##### Tweaked by Maruno #####
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SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
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SpecialBattleIntroAnimations.register("alternate_vs_trainer_animation", 50, # Priority 50
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proc { |battle_type, foe, location| # Condition
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next false unless [1, 3].include?(battle_type) && foe.length == 1 # Only if a single trainer
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next false if battle_type != 1 # Single trainer battle
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tr_type = foe[0].trainer_type
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next false if !tr_type
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trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil
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trainer_graphic = sprintf("vsTrainer_%s", tr_type.to_s) rescue nil
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next pbResolveBitmap("Graphics/Transitions/" + trainer_bar_graphic) &&
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pbResolveBitmap("Graphics/Transitions/" + trainer_graphic)
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next pbResolveBitmap("Graphics/Transitions/vsTrainer_#{tr_type}") &&
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pbResolveBitmap("Graphics/Transitions/vsBar_#{tr_type}")
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},
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proc { |viewport, battle_type, foe, location| # Animation
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# Determine filenames of graphics to be used
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@@ -326,13 +359,13 @@ SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
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viewvs.dispose
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viewopp.dispose
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viewplayer.dispose
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viewport.color = Color.new(0, 0, 0, 255)
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viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
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}
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)
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#===============================================================================
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# Play the "RocketGrunt" transition animation for any trainer battle involving a
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# Team Rocket Grunt. Is lower priority than the Vs. animation above.
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# Play the "RocketGrunt" battle transition animation for any trainer battle
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# involving a Team Rocket Grunt. Is lower priority than the Vs. animation above.
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#===============================================================================
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SpecialBattleIntroAnimations.register("rocket_grunt_animation", 40, # Priority 40
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proc { |battle_type, foe, location| # Condition
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@@ -341,33 +374,6 @@ SpecialBattleIntroAnimations.register("rocket_grunt_animation", 40, # Priority
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next foe.any? { |f| trainer_types.include?(f.trainer_type) }
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},
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proc { |viewport, battle_type, foe, location| # Animation
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anim = "RocketGrunt"
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# Initial screen flashing
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c = (location == 2 || PBDayNight.isNight?) ? 0 : 255 # Dark=black, light=white
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viewport.color = Color.new(c, c, c) # Fade to black/white a few times
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half_flash_time = 0.2 # seconds
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2.times do # 2 flashes
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timer = 0.0
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loop do
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if timer < half_flash_time
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viewport.color.alpha = 255 * timer / half_flash_time
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else
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viewport.color.alpha = 255 * (2 - (timer / half_flash_time))
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end
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timer += Graphics.delta_s
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Graphics.update
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pbUpdateSceneMap
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break if timer >= half_flash_time * 2
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end
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end
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# Take screenshot of game, for use in some animations
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$game_temp.background_bitmap&.dispose
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$game_temp.background_bitmap = Graphics.snap_to_bitmap
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# Play main animation
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Graphics.freeze
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viewport.color = Color.new(0, 0, 0, 255) # Ensure screen is black
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Graphics.transition(25, "Graphics/Transitions/" + anim)
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# Slight pause after animation before starting up the battle scene
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pbWait(Graphics.frame_rate / 10)
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pbBattleAnimationCore("RocketGrunt", viewport, location)
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}
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)
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