Mosaic Battle Transition

djDarkX

Retro & Remastered Music Guru
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Hey everyone!

I was wondering if someone would be kind enough to make a small, quick plugin for a mosaic effect for a battle transition. Someone made one quite some time ago and it looks like it worked, but version never went past 0.1 and it won't work on the latest version of MV. The script was called Pixel_BattleTrans, or Pixelated Battle Transition. The plugin is hosted here on Github (link) and the video below shows how the transition worked. If someone could create a plugin that does exactly what this did, or update the original plugin, that'd be awesome! Thanks for taking the time to read this request!

 

TheCosmicSlug

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bumping because I would love to see this transition plugin working again, mog's plugin doesnt seem to have a pixel option.
 

TheCosmicSlug

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Okay i've been fiddling with this some more and its working now but i'm not sure how to make the pixel squares larger.
Heres the code anyway.

Code:
//=============================================================================
// Pixel_BattleTrans.js
// by Delacannon (Fixed for 1.6+ by TheCosmicSlug)
// Youtube Demo: https://youtu.be/w4sKi43mSHI 
//=============================================================================
/*:
 * @plugindesc Creates a pixelate battle transition.
 * @author Delacannon (Fixed for 1.6+ by TheCosmicSlug)
 */
var PixelateFilter = new PIXI.filters.PixelateFilter();

(function() {
   var parameters = PluginManager.parameters('Pixel_BattleTrans');
   var _Scene_Map_update = Scene_Map.prototype.update;
   var _Scene_Battle_update = Scene_Battle.prototype.update;
   var display_window = false;

   Scene_Map.prototype.updateEncounterEffect = function() {
      if (this._encounterEffectDuration > 0) {
        this._encounterEffectDuration--;
        var speed = this.encounterEffectSpeed();
        var n = speed - this._encounterEffectDuration;
        var p = n / speed;
        var q = ((p - 1) * 20 * p + 5) * p + 1;
        var zoomX = $gamePlayer.screenX();
        var zoomY = $gamePlayer.screenY() - 24;
        if (n === 2) {
            $gameScreen.setZoom(zoomX, zoomY, 1);
            this.snapForBattleBackground();
            this.PixelateFilter = new PIXI.filters.PixelateFilter();
            this.PixelateFilter.pixelSize = 1;
            this.children[0].filters = [this.PixelateFilter];
            this.startFlashForEncounter(speed / 2);
        }
        $gameScreen.setZoom(zoomX, zoomY, q);
        if (n === Math.floor(speed / 6)) {
            this.startFlashForEncounter(speed / 2);
        }
        if (n === Math.floor(speed / 2)) {
            BattleManager.playBattleBgm();
            this.startFadeOut(this.fadeSpeed());
            }
         }
      }
      Scene_Map.prototype.update = function() {
         _Scene_Map_update.call(this);
         if (this.PixelateFilter) {
            if (this.PixelateFilter.pixelSize <= 75) {
                this.PixelateFilter.pixelSize += 1;
            }
         }
      }
      Scene_Battle.prototype.update = function() {
         if (this.PixelateFilter) {
            if (this.PixelateFilter.pixelSize > 1) {
                this.PixelateFilter.pixelSize -= 1;
            }
            if (this.PixelateFilter.pixelSize <= 1 && !display_window) {
               this.createMessageWindow();
               display_window = true;
            }
         }
          _Scene_Battle_update.call(this);
      }
})();
 

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