Battle BGM Control (YEP)

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This is a plugin created for RPG Maker MV.

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Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

This plugin lets you assign certain BGM's to certain troops so that they
will play from the map transition into the battle. Furthermore, when a major
enemy's HP is reduced to certain values, the battle BGM can change as well.
This will help add extra feeling to the battle and make battle BGM's less
monotonous for longer battles.

This is a collaboration plugin by Chickie and Yanfly to ensure compatibility
with the Yanfly Engine Plugins library.

Comment Tags

CommentTags.png

Comment Tags are similar to Notetags. RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with an event or common event. Comment Tags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Comment Tags declared by the related plugin.

Here is a list of Comment Tag(s) that you may use.

To make a specific battle play a certain BGM upon loading the battle, make a
comment in one of the Troop's event pages. Insert the following comment tags
to have it trigger a specific BGM to play when the battle starts.

Troop Event Comment Tags:

  <Battle BGM Name: filename>
  - Replace 'filename' with the filename of the BGM you wish to play at the
  start of battle without the file extension. The filename is also case
  sensitive. For example, if you wish to play Battle3.m4a, replace
  'filename' with only 'Battle3' and no '.m4a' in the tag. This is the only
  required tag. Once this tag is detected, only the remainder of the event
  page will be scanned. Other pages in the troop will be ignored.

  <Battle BGM Volume: x>
  - Replace 'x' with a number between 0 and 100. This determines the volume
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a volume of 90.

  <Battle BGM Pitch: x>
  - Replace 'x' with a number between 0 and 100. This determines the pitch
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a pitch of 0.

  <Battle BGM Pan: +x>
  <Battle BGM Pan: -x>
  - Replace 'x' with a number between -100 and 100. This determines the pan
  of the BGM being played when the battle starts. This is an optional tag.
  If not used, it will default to a pan of 0.

Notetags

NotetagsMV.png

RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

---

You can insert these notetag settings into an enemy's notebox to make the
music play a different BGM when the enemy is at different HP values.

Enemy Notetags:

  <Battle BGM x%: filename>
  <Battle BGM x%: filename, volume>
  <Battle BGM x%: filename, volume, pitch>
  <Battle BGM x%: filename, volume, pitch, pan>
  - Insert any of the above notetags into the enemy's notebox. Replace 'x'
  with the HP percentage you wish to change the Battle BGM music at. The
  'filename' of the audio is case sensitive. Replace 'volume' and/or 'pitch'
  with integer values from 0 to 100. Replace 'pan' with an integer value
  between -100 to 100. Use any of the notetags above. If data is omitted,
  it will default to a volume of 90, pitch of 100, and pan of 0.

  * Note: This will designate this enemy as a potential key enemy for the
  battle it's in. In battles, there can only be one key enemy for the battle
  BGM changes. If there are multiple, it will pick the first available key
  enemy and set it as that for that battle.

  If you wish to make the boss play different BGMs at multiple  different HP
  values, insert multiples of the above notetags. However, make sure the
  notetags are in descending HP% order like such:

  <Battle BGM 100%: Battle1, 90, 100, 0>
  <Battle BGM 70%: Battle2, 90, 110, 0>
  <Battle BGM 50%: Battle3, 90, 120, 0>
  <Battle BGM 20%: Battle4, 90, 130, 0>
  <Battle BGM 5%: Battle5, 90, 140, 0>

  This is because the plugin will check from top to bottom. So if you want
  the songs to play as the key enemy's HP drops progressively, place them in
  such order.

Changelog

Version 1.01:
- Updated for RPG Maker MV version 1.5.0.

Version 1.00:
- Finished Plugin!