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Using only 1 battle transition

Dylanrockin

That guy
  • 276
    Posts
    13
    Years
    • Seen Jun 9, 2016
    I was wondering how you would be able to use just one or a few battle transitions. You could say, just to delete them. But, that just gives me a black screen upon transitioning to battle. So, I was wondering how to use just one transition. Or to use a special transition for a key battle.
     
    For a trainer special transition, at PokemonField script section, search for 'if Sprite.method_defined?(:wave_amp) && rand(15)==0' line. There 5 types of transitions (each for every if/elsif/else starting at this line). Copy the content and put in a condition before this line, but with a switch check.

    Example with transition "Mosaic" and switch 92: Change the line 'if Sprite.method_defined?(:wave_amp) && rand(15)==0' to:

    Code:
    if($game_switches[92])
      transitions=[
        "Mosaic"
      ]
      rnd=rand(transitions.length)
      Graphics.freeze
      viewport.color=Color.new(0,0,0,255)
      Graphics.transition(40,sprintf("Graphics/Transitions/%s",transitions[rnd]))
    elsif Sprite.method_defined?(:wave_amp) && rand(15)==0

    or

    Code:
    if($game_switches[92])
      Graphics.freeze
      viewport.color=Color.new(0,0,0,255)
      Graphics.transition(40,sprintf("Graphics/Transitions/%s","Mosaic")
    elsif Sprite.method_defined?(:wave_amp) && rand(15)==0

    And remember to remove the ',"Mosaic"' at the other part of the script.

    To remove a transition, first change both lines 'Graphics.transition(50,sprintf("Graphics/Transitions/%s",scroll[rand(4)]))' to 'Graphics.transition(50,sprintf("Graphics/Transitions/%s",scroll[rand(scroll.size)]))' so you can't access an removed transition in the array. Next just remove the transiction name from the array. If the array become empty, delete the entire 'elsif' condition. If you remove a 'else', transform the last 'elsif' to a 'else'.

    Both untested.
     
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