Cut In Skill Animation
Version 1.1
Author Jens009
Release Date: August 7, 2008
UPDATE: August 8, 2008. Verison 1.1 released
Version 1.1
Author Jens009
Release Date: August 7, 2008
UPDATE: August 8, 2008. Verison 1.1 released
Exclusive Script at RPG RPG Revolution
Introduction
So I was at the request forum once again. I came across link's topic about Cut in from the RPG Tanketai Battle System(found here http://rpgex.sakura.ne.jp/home/ ). Now the problem was, link didn't want the whole script but rather just the "cut in" that shows a picture when a skill is activated.
So I took the time to read through the script ( What a pain it was because it was Japanese translated by mbub and kylock) and finally figured it out. It wasn't easy taking this one small feature out of such a massive script. But hey, here it is.
Here's a Sample Screenshot:

Features
- Set starting x, y and ending x,y
- Add Sound Effects
- Set priorities
Version 1.1
- No need to set up cutin_wait
- Bug fix for bad value range for duration (This error happens because the picture gets disposed while the wait frame is still going)
Script
[Show/Hide] Version 1.1
CODE
#============================================================
# Jens009's Cut-In Animation
# Version 1.1
# - base from Tanketai SBS http://rpgex.sakura.ne.jp/home/
# Log:
# Verison 1.1
# - Removed Wait Frames.
# Changed Waiting command to a loop that waits for a cut_in flag
#
# Special Credits to: Kylock and Mbub
# 1.0 Release Date: August 7, 2008
# 1.1 Release Date: August 8, 2008
#
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
# Set Starting Point(x,y) and Ending point (x,y)
# Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
# File name, Sound, Sound file name]
# Start x - Starting X of Picture When Shown
# Start y - Starting Y of picture when Shown
# Ending x - Ending X of Picture when Shown
# Ending x - Ending Y of Picture when Shown
# Time- # of Frames before Picture is removed
# Priority- true/false, True is above everything, false is below windows
# File Name- Picture File Name found in Graphics/Pictures
# Sound- true/false, When true, play sound file name. When false, don't play
# anything.
# Sound File Name- File Name of Sound effect. Only place something here if s
# sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
# when 1
# return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
# JENS009_ANIMATION module
#
# You're all set
#=========================================================================
module JENS009_ANIMATION
# Template
#NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
#Play sound, Sound File name]
TEST = [0, -15, 0, -100, 80, false, "sky-cut", true, "Absorb1"]
TEST_TWO= [0, -15, 0, -100, 50, false, "rutee-cutin", false]
end
#========================================
# Game_Temp Edit
# Add attr_accessor :cut_in
# Cut In flag.
#=========================================
class Game_Temp
attr_accessor :cut_in
alias jens009_initialize_cut_in initialize
def initialize
@cut_in = false
jens009_initialize_cut_in
end
end
class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
def cutin_skill_check(skill_id)
case skill_id
when 1
return @spriteset.call_picture(JENS009_ANIMATION::TEST)
when 2
return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
end
end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================
#=================================================
#=================================================
# Define Wait For Picture Animation
# Continuous loop until cut in flag is false
#==================================================
def wait_pic
while $game_temp.cut_in == true
update_basic
break if $game_temp.cut_in == false
end
end
# Start Scene_Battle Method Edits
alias jens009_add_cutin_execute_action_skill execute_action_skill
#================================================
# define execute_action_skill
#==========================================
def execute_action_skill
skill = @active_battler.action.skill # Call Skill
@help_window = Window_Help.new
@help_window.set_text(skill.name)
text = "Special!"
@message_window.add_instant_text(text)
cutin_skill_check(skill.id) #Find Skill id
#wait_pic(cutin_wait(skill.id)) # Wait Until Cut in is finished.
if $game_temp.cut_in == true
wait_pic
end
jens009_add_cutin_execute_action_skill # Call Original Method
@help_window.dispose
end
# End of Method Edit
#================================================
end
#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
def create_pictures
@picture_time = 0
jens009_create_pictures
end
#=================================================
# Start Adding new methods
#==================================================
def call_picture(cutin)
@picture = Sprite.new
# Picture Starting X and Y
pic_x = cutin[0]
pic_y = cutin[1]
# Picture Ending X and Y
pic_end_x = cutin[2]
pic_end_y = cutin[3]
@picture_time = cutin[4]
# Picture Moving Rate by Time
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# Picture x and y increase by time
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# Get Picture
@picture.bitmap = Cache.picture(cutin[6])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Picture's z (priority)
@picture.z = 1
# If High Priority, Show picture above everything else
@picture.z = 1000 if cutin[5]
@picture.visible = true
# If Sound is true
if cutin[7] == true
# Play Sound Effect
Audio.se_play("Audio/SE/" + cutin[8])
$game_temp.cut_in = true
end
end
#==========================
# update Method edit
#=========================
alias jens009_update_picture update
def update
jens009_update_picture
update_cut_in if @picture_time > 0
end
#========================
# Add new update method
#======================
def update_cut_in
# Decrease Time
@picture_time -= 1
# Move Picture
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
# If time = 0, dispose of picture
if @picture_time == 0
@picture.dispose
$game_temp.cut_in = false
end
end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================
# Jens009's Cut-In Animation
# Version 1.1
# - base from Tanketai SBS http://rpgex.sakura.ne.jp/home/
# Log:
# Verison 1.1
# - Removed Wait Frames.
# Changed Waiting command to a loop that waits for a cut_in flag
#
# Special Credits to: Kylock and Mbub
# 1.0 Release Date: August 7, 2008
# 1.1 Release Date: August 8, 2008
#
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
# Set Starting Point(x,y) and Ending point (x,y)
# Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
# File name, Sound, Sound file name]
# Start x - Starting X of Picture When Shown
# Start y - Starting Y of picture when Shown
# Ending x - Ending X of Picture when Shown
# Ending x - Ending Y of Picture when Shown
# Time- # of Frames before Picture is removed
# Priority- true/false, True is above everything, false is below windows
# File Name- Picture File Name found in Graphics/Pictures
# Sound- true/false, When true, play sound file name. When false, don't play
# anything.
# Sound File Name- File Name of Sound effect. Only place something here if s
# sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
# when 1
# return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
# JENS009_ANIMATION module
#
# You're all set
#=========================================================================
module JENS009_ANIMATION
# Template
#NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
#Play sound, Sound File name]
TEST = [0, -15, 0, -100, 80, false, "sky-cut", true, "Absorb1"]
TEST_TWO= [0, -15, 0, -100, 50, false, "rutee-cutin", false]
end
#========================================
# Game_Temp Edit
# Add attr_accessor :cut_in
# Cut In flag.
#=========================================
class Game_Temp
attr_accessor :cut_in
alias jens009_initialize_cut_in initialize
def initialize
@cut_in = false
jens009_initialize_cut_in
end
end
class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
def cutin_skill_check(skill_id)
case skill_id
when 1
return @spriteset.call_picture(JENS009_ANIMATION::TEST)
when 2
return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
end
end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================
#=================================================
#=================================================
# Define Wait For Picture Animation
# Continuous loop until cut in flag is false
#==================================================
def wait_pic
while $game_temp.cut_in == true
update_basic
break if $game_temp.cut_in == false
end
end
# Start Scene_Battle Method Edits
alias jens009_add_cutin_execute_action_skill execute_action_skill
#================================================
# define execute_action_skill
#==========================================
def execute_action_skill
skill = @active_battler.action.skill # Call Skill
@help_window = Window_Help.new
@help_window.set_text(skill.name)
text = "Special!"
@message_window.add_instant_text(text)
cutin_skill_check(skill.id) #Find Skill id
#wait_pic(cutin_wait(skill.id)) # Wait Until Cut in is finished.
if $game_temp.cut_in == true
wait_pic
end
jens009_add_cutin_execute_action_skill # Call Original Method
@help_window.dispose
end
# End of Method Edit
#================================================
end
#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
def create_pictures
@picture_time = 0
jens009_create_pictures
end
#=================================================
# Start Adding new methods
#==================================================
def call_picture(cutin)
@picture = Sprite.new
# Picture Starting X and Y
pic_x = cutin[0]
pic_y = cutin[1]
# Picture Ending X and Y
pic_end_x = cutin[2]
pic_end_y = cutin[3]
@picture_time = cutin[4]
# Picture Moving Rate by Time
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# Picture x and y increase by time
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# Get Picture
@picture.bitmap = Cache.picture(cutin[6])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Picture's z (priority)
@picture.z = 1
# If High Priority, Show picture above everything else
@picture.z = 1000 if cutin[5]
@picture.visible = true
# If Sound is true
if cutin[7] == true
# Play Sound Effect
Audio.se_play("Audio/SE/" + cutin[8])
$game_temp.cut_in = true
end
end
#==========================
# update Method edit
#=========================
alias jens009_update_picture update
def update
jens009_update_picture
update_cut_in if @picture_time > 0
end
#========================
# Add new update method
#======================
def update_cut_in
# Decrease Time
@picture_time -= 1
# Move Picture
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
# If time = 0, dispose of picture
if @picture_time == 0
@picture.dispose
$game_temp.cut_in = false
end
end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================
[Show/Hide] Version 1.0
CODE
#============================================================
# Jens009's Cut-In Animation
# Version 1.0
# - base from Tanketai SBS http://rpgex.sakura.ne.jp/home/
# Special Credits to: Kylock and Mbub
# Release Date: August 7, 2008
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
# Set Starting Point(x,y) and Ending point (x,y)
# Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
# File name, Sound, Sound file name]
# Start x - Starting X of Picture When Shown
# Start y - Starting Y of picture when Shown
# Ending x - Ending X of Picture when Shown
# Ending x - Ending Y of Picture when Shown
# Time- # of Frames before Picture is removed
# Priority- true/false, True is above everything, false is below windows
# File Name- Picture File Name found in Graphics/Pictures
# Sound- true/false, When true, play sound file name. When false, don't play
# anything.
# Sound File Name- File Name of Sound effect. Only place something here if s
# sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
# when 1
# return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
# JENS009_ANIMATION module
#
# Step 3:
#
# Press Ctrl F and find CUTIN_WAIT
# 1. Copy and Paste these lines:
# when 1
# return JENS009_ANIMATION::TEST[4]
# 2. Change 1 to skill id of your choice
# 3. change TEST to animation name of your choice
# IMPORTANT: Don't change the number 4
#
# You're all set.
#=========================================================================
module JENS009_ANIMATION
# Template
#NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
#Play sound, Sound File name]
TEST = [0, -15, 0, -100, 80, false, "sky-cut", true, "Absorb1"]
TEST_TWO= [0, -15, 0, -100, 50, false, "rutee-cutin", false]
end
class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
def cutin_skill_check(skill_id)
case skill_id
when 1
return @spriteset.call_picture(JENS009_ANIMATION::TEST)
when 2
return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
end
end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================
def cutin_wait(skill_id)
case skill_id
when 1
return JENS009_ANIMATION::TEST[4]
when 2
return JENS009_ANIMATION::TEST_TWO[4]
end
end
#=================================================
#=================================================
# Start Scene_Battle Method Edits
alias jens009_add_cutin_execute_action_skill execute_action_skill
#================================================
# define execute_action_skill
#==========================================
def execute_action_skill
skill = @active_battler.action.skill # Call Skill
@help_window = Window_Help.new
@help_window.set_text(skill.name)
text = "Special!"
@message_window.add_instant_text(text)
cutin_skill_check(skill.id) #Find Skill id
wait(cutin_wait(skill.id)) # Wait Until Cut in is finished.
jens009_add_cutin_execute_action_skill # Call Original Method
@help_window.dispose
end
# End of Method Edit
#================================================
end
#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
def create_pictures
@picture_time = 0
jens009_create_pictures
end
#=================================================
# Start Adding new methods
#==================================================
def call_picture(cutin)
@picture = Sprite.new
# Picture Starting X and Y
pic_x = cutin[0]
pic_y = cutin[1]
# Picture Ending X and Y
pic_end_x = cutin[2]
pic_end_y = cutin[3]
@picture_time = cutin[4]
# Picture Moving Rate by Time
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# Picture x and y increase by time
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# Get Picture
@picture.bitmap = Cache.picture(cutin[6])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Picture's z (priority)
@picture.z = 1
# If High Priority, Show picture above everything else
@picture.z = 1000 if cutin[5]
@picture.visible = true
# If Sound is true
if cutin[7] == true
# Play Sound Effect
Audio.se_play("Audio/SE/" + cutin[8])
end
end
#==========================
# update Method edit
#=========================
alias jens009_update_picture update
def update
jens009_update_picture
update_cut_in if @picture_time > 0
end
#========================
# Add new update method
#======================
def update_cut_in
# Decrease Time
@picture_time -= 1
# Move Picture
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
# If time = 0, dispose of picture
if @picture_time == 0
@picture.dispose
end
end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================
# Jens009's Cut-In Animation
# Version 1.0
# - base from Tanketai SBS http://rpgex.sakura.ne.jp/home/
# Special Credits to: Kylock and Mbub
# Release Date: August 7, 2008
# Description: Shows a Battle Cut-In when certain skills are activated
# Features:
# Set Starting Point(x,y) and Ending point (x,y)
# Enable Sound Effects
#
# How to use:
# Step 1:
#
# First, go to module JENS009_ANIMATION
# You have to define your animation here and add the necessary information in
# each definition.
# The template for the list is:
# ANIMATION_NAME = [Start x, Start y, End x, End y, Time, Priority,
# File name, Sound, Sound file name]
# Start x - Starting X of Picture When Shown
# Start y - Starting Y of picture when Shown
# Ending x - Ending X of Picture when Shown
# Ending x - Ending Y of Picture when Shown
# Time- # of Frames before Picture is removed
# Priority- true/false, True is above everything, false is below windows
# File Name- Picture File Name found in Graphics/Pictures
# Sound- true/false, When true, play sound file name. When false, don't play
# anything.
# Sound File Name- File Name of Sound effect. Only place something here if s
# sound is true
# Step 2:
#
# Press Ctrl F and find SkillCheck
# 1. Copy and paste these lines:
# when 1
# return @spriteset.call_picture(JENS009_ANIMATION::TEST)
# 2.Change the 1 to the skill id of your choice
# 3.and Change TEST to the name of the animation you want to play from
# JENS009_ANIMATION module
#
# Step 3:
#
# Press Ctrl F and find CUTIN_WAIT
# 1. Copy and Paste these lines:
# when 1
# return JENS009_ANIMATION::TEST[4]
# 2. Change 1 to skill id of your choice
# 3. change TEST to animation name of your choice
# IMPORTANT: Don't change the number 4
#
# You're all set.
#=========================================================================
module JENS009_ANIMATION
# Template
#NAME = [Start x, Start y, End x, End y, Time, High Priority, File Name,
#Play sound, Sound File name]
TEST = [0, -15, 0, -100, 80, false, "sky-cut", true, "Absorb1"]
TEST_TWO= [0, -15, 0, -100, 50, false, "rutee-cutin", false]
end
class Scene_Battle < Scene_Base
#=====================================
# Scene_Battle Edit
#====================================
#====================================
# Define cutin_skill_check
# Description: Checks the skill id of activated skill
# if the skill id is present, play the cut in
#------------------------------------
# SKILL CHECK
#====================================
def cutin_skill_check(skill_id)
case skill_id
when 1
return @spriteset.call_picture(JENS009_ANIMATION::TEST)
when 2
return @spriteset.call_picture(JENS009_ANIMATION::TEST_TWO)
end
end
#====================================
# Define cutin_wait(skill_id)
# Description: waits for x amount of frames depending on the value
#-------------------------------------
# CUTIN_WAIT
#=====================================
def cutin_wait(skill_id)
case skill_id
when 1
return JENS009_ANIMATION::TEST[4]
when 2
return JENS009_ANIMATION::TEST_TWO[4]
end
end
#=================================================
#=================================================
# Start Scene_Battle Method Edits
alias jens009_add_cutin_execute_action_skill execute_action_skill
#================================================
# define execute_action_skill
#==========================================
def execute_action_skill
skill = @active_battler.action.skill # Call Skill
@help_window = Window_Help.new
@help_window.set_text(skill.name)
text = "Special!"
@message_window.add_instant_text(text)
cutin_skill_check(skill.id) #Find Skill id
wait(cutin_wait(skill.id)) # Wait Until Cut in is finished.
jens009_add_cutin_execute_action_skill # Call Original Method
@help_window.dispose
end
# End of Method Edit
#================================================
end
#=================================================
# Spriteset_Battle edit
#================================================
class Spriteset_Battle
#=================================================
# Start method Edit
#=================================================
alias jens009_create_pictures create_pictures
#==================================================
# Initialize Values
#===================================================
def create_pictures
@picture_time = 0
jens009_create_pictures
end
#=================================================
# Start Adding new methods
#==================================================
def call_picture(cutin)
@picture = Sprite.new
# Picture Starting X and Y
pic_x = cutin[0]
pic_y = cutin[1]
# Picture Ending X and Y
pic_end_x = cutin[2]
pic_end_y = cutin[3]
@picture_time = cutin[4]
# Picture Moving Rate by Time
@moving_pic_x = (pic_end_x - pic_x)/ @picture_time
@moving_pic_y = (pic_end_y - pic_y)/ @picture_time
# Picture x and y increase by time
plus_x = (pic_end_x - pic_x)% @picture_time
plus_y = (pic_end_y - pic_y)% @picture_time
# Get Picture
@picture.bitmap = Cache.picture(cutin[6])
@picture.x = pic_x + plus_x
@picture.y = pic_y + plus_y
# Picture's z (priority)
@picture.z = 1
# If High Priority, Show picture above everything else
@picture.z = 1000 if cutin[5]
@picture.visible = true
# If Sound is true
if cutin[7] == true
# Play Sound Effect
Audio.se_play("Audio/SE/" + cutin[8])
end
end
#==========================
# update Method edit
#=========================
alias jens009_update_picture update
def update
jens009_update_picture
update_cut_in if @picture_time > 0
end
#========================
# Add new update method
#======================
def update_cut_in
# Decrease Time
@picture_time -= 1
# Move Picture
@picture.x += @moving_pic_x
@picture.y += @moving_pic_y
# If time = 0, dispose of picture
if @picture_time == 0
@picture.dispose
end
end
#=====================
# End Method Edits
#====================
end
#===================
# End Class Edit
#================
Customization
Refer to the script for instructions
Compatibility
Should be compatible for all battle systems.
Screenshot
Jens009 uses Dual Attack!!!

DEMO
Version 1.0
http://files.filefront.com/Cut+In+script2z...;/fileinfo.html
Installation
Paste below materials follow instructions
FAQ
There's a bug!
-Post it up
I have a suggestion!
-Post it up
Terms and Conditions
RRR Exclusive
Not for commercial use unless I'm contacted
Give Credits
Credits
Jens009- Reverse Scripting, Translation, and Implementation
http://rpgex.sakura.ne.jp/home/ - Script Basis
Mbub - Script Translation Help
Kylock- Translation Help
