Custom Battle Intro – MV Plugin

      73 Comments on Custom Battle Intro – MV Plugin

Allows you to completely customize your random encounter battle intros!!


Look at the code or download the Plugin:


CBI Snap

Why am I so lazy? Idk…help file here:

Allows you to customize your own random encounter battle intro!

==========================================================================
Basic Options (Parameters)
==========================================================================

== Hide Characters ==
Set this to ‘true’ or ‘false’ depending on whether or not you wish for
the character events to disappear on the map while the transition is
occuring.

== Use Zoom Formula? ==
By default, RPG Maker MV uses a formula to set the scale of a zoom
throughout the duration of the battle intro.
Set this to ‘true’ if you wish to use one and you can customize it using
the “Zoom Formula” parameter below.
Otherwise, set this to ‘false’.

==========================================================================
Frames Explanation
==========================================================================

There are 60 frames in a second.

The default battle intro is 60 frames, or 1 second.

Withing those 60 frames, actions occur at certain frames.

For example, at frame 10 the screen flashes and at frame 30 the battle
music starts.

Using this Plugin, you can manipulate what happens in the battle intro
by selecting actions to occur at each frame.

You may put one or more actions in each frame and that action will
occur at that frame.

==========================================================================
Action List
==========================================================================

===========
StartBattle
===========
This action starts the battle.
Once this action is reached, the battle will start and the battle
intro will end.

==============
SnapBattleBack
==============
This prepares the background for the battle’s background.
It is recommended that you always use this action and do it at
frame 10 or so.

================
StartBattleMusic
================
This starts the music for the battle.
This is mandatory if you want battle music and is placed at frame 30
by default.

=========
ResetZoom
=========
Resets the zoom to its default and stops all zoom motion.

===========
Zoom(scale)
===========
[scale] => Set to a number from 1 to 10 (recommended)
Immediately zooms onto the player at the specified scale.
The larger the number, the closer the zoom.
1 is the default scale.

==================
Zoom(scale, x, y)
==================
[scale] => Set to a number from 1 to 10 (recommended)
[x] => Set to number for the x pixel position you wish to zoom to
[y] => Set to number for the y pixel position you wish to zoom to
Immediately zooms onto the x,y coordinate at the specified scale.
The larger the scale, the closer the zoom.
1 is the default scale.

========================
MoveZoom(scale, frames)
========================
[scale] => Set to a number from 1 to 10 (recommended)
[frames] => The amount of frames the zoom takes to complete.
Does a moving zoom onto the player that takes a certain amount of frames
to complete.
The larger the scale, the closer the zoom.
The larger the frames, the longer the zoom takes.

=============================
MoveZoom(scale, frames, x, y)
=============================
[scale] => Set to a number from 1 to 10 (recommended)
[frames] => The amount of frames the zoom takes to complete.
Does a moving zoom onto the x,y coordinate that takes a certain amount
of frames to complete.
The larger the scale, the closer the zoom.
The larger the frames, the longer the zoom takes.

=====
Flash
=====
Preforms a white flash.

=============
Flash(frames)
=============
[frames] => The amount of frames the flash takes to complete.
Preforms a white flash.
The flash lasts for the specified amount of frames.

====================
Flash(frames, color)
====================
[frames] => The amount of frames the flash takes to complete.
[color] => Set to an Hex Color code. Ex: #00ff00
Preforms a flash that is colored to a specific color.
The flash lasts for the specified amount of frames.

====
Fade
====
Fades the screen to black.

============
Fade(frames)
============
[frames] => The amount of frames the fade takes to complete.
Fades the screen to black.
The screen will be completely black after the specified frames.

=========
FadeWhite
=========
Fades the screen to white.

=================
FadeWhite(frames)
=================
[frames] => The amount of frames the fade takes to complete.
Fades the screen to white.
The screen will be completely white after the specified frames.

===========================
Shake(power, speed, frames)
===========================
[power] => Set this to a number for how powerful the shake is.
[speed] => Set this to a number for how fast the shake is.
[frames] => The amount of frames the shaking takes to complete.
Shakes the screen at a certain speed and power for a duration of
a certain amount of frames.

73 thoughts on “Custom Battle Intro – MV Plugin

  1. Michael Pond

    Not bad as far as BATTLE TRANSITION plugins go.
    But it could use some other effects other than zooms IMO.
    Maybe the ability spin as it zooms in.
    Maybe some kinda mosaic effect options, maybe some.. bluring effects..
    I could sit here and think of all sorts of things (mostly things i grew yup witnessing on the SNES of all consoles).
    Also, some way of making transitions or screen effects that can be used for transitions between maps as well.

    Reply
    1. SumRndmDde Post author

      Yeah, true.
      To be honest, none of those ideas occurred to me.
      Everything added was stuff that’s already built into RPG Maker MV, didn’t really consider creating some new things to be added.
      I’ll try and see if I can make more things happen! 🙂

      Reply
  2. TheRedMajora

    Heyo!
    Just wondering if you’d be able to input custom scripts for each frame?
    Like
    { Sound Object: { name: filename, volume: n, pitch: n, pan: n }
    AudioManager.playBgm( refer to sound object above ); }

    Or such?

    Reply
    1. Lacke

      Modified the script.
      Put StartMusic instead of StartBttleMusic and it works.

      Guess is that the script take the “StartBattle” of “StartBattleMusic” and think it’s to start the battle :p

      Reply
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