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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 14:14:59 +00:00
Fixed battle transition animations after fix to default RMXP animation
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@@ -28,9 +28,6 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
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# Play battle music
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bgm = pbGetWildBattleBGM([]) if !bgm
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pbBGMPlay(bgm)
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# Take screenshot of game, for use in some animations
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$game_temp.background_bitmap.dispose if $game_temp.background_bitmap
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$game_temp.background_bitmap = Graphics.snap_to_bitmap
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# Check for custom battle intro animations
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handled = pbBattleAnimationOverride(viewport,battletype,foe)
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# Default battle intro animation
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@@ -88,10 +85,13 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
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pbUpdateSceneMap
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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 if $game_temp.background_bitmap
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$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, sprintf("Graphics/Transitions/%s", anim))
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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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(Graphics.frame_rate/10).times do
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Graphics.update
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@@ -113,15 +113,16 @@ def pbBattleAnimation(bgm=nil,battletype=0,foe=nil)
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$PokemonGlobal.nextBattleCaptureME = nil
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$PokemonGlobal.nextBattleBack = nil
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$PokemonEncounters.reset_step_count
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# Fade back to the overworld
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# Fade back to the overworld in 0.4 seconds
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viewport.color = Color.new(0,0,0,255)
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numFrames = Graphics.frame_rate*4/10 # 0.4 seconds, 16 frames
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alphaDiff = (255.0/numFrames).ceil
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numFrames.times do
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viewport.color.alpha -= alphaDiff
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timer = 0.0
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loop do
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Graphics.update
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Input.update
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pbUpdateSceneMap
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timer += Graphics.delta_s
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viewport.color.alpha = 255 * (1 - timer / 0.4)
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break if viewport.color.alpha <= 0
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end
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viewport.dispose
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$game_temp.in_battle = false
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@@ -290,8 +291,8 @@ end
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# line and method into a new script section. Change the name of the alias part
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# ("__over1__") in your copied code in both places. Then add in your custom
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# transition code in the place shown.
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# Note that $game_temp.background_bitmap contains an image of the current game
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# screen.
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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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# When the custom animation has finished, the screen should have faded to black
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# somehow.
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