Minto's Monster Collapse
Version: 1.2
Author: modern algebra & Minto
Date: June 25, 2010
Version History
- <Version 1.2> 06.25.2010 - Fixed a bug arising from an actor's death in battle. Also added a pixel away collapse type and a change blend type feature, allowing you to avoid the default blend type of addition. Particularly useful for effects like pixel away and blur. I also integrated the Yanfly ReDux and Zealous Battle fix.
- <Version 1.1b> 09.16.2009 - Fixed a bug arising from the blur effect.
- <Version 1.1> 09.15.2009 - Added Blur, Fast Rotate & Shrink, and Eraser Effects. Changed Shrink & Vertical Expansion effects. Added ability to set the collapse color for any specific enemy. Improved potential for easily adding effects to the script through aliasing
- <Version 1.0b> 09.14.2009 - Added Wave Effect
- <Version 1.0> 09.14.2009 - Original Release
Description
This is a complete rewrite of Minto's Monster Collapse script in order for it to function optimally in RMVX. While the implementation was entirely rewritten, most of the basic algorithms for the effects are Minto's and so he deserves a lot of credit for this script.
The script is very simple and allows for two basic functions:
1) Can play a specified animation upon the death of a monster
2) Can specify a special collapse effect, rather than the default fade.
3) Specify the colour each monster changes to, rather than default white
Features
- Can easily specify a different animation to play upon monster collapse for each enemy
- 15 more options for collapse effect, instead of just the boring default whiten and fade.
- Can easily specify what collapse effect any given enemy can have
- Can specify a random collapse effect for each instance of an enemy
- Can specify the collapse colour for individual enemies
- Can change the blend type during a collapse
Screenshots
1 of the 14 new custom collapse effects. This one is Horizontal Division and Horizontal Separation
Instructions Paste this script in its own slot above Main and below Materials in the Script Editor (F11)
To setup collapse effects, all you need to do is use are the following codes in the notebox of the enemy:
\COLLAPSE_ANIM[n]
n : an integer; the ID of the animation you want played. Defaults to 0, which means no animation played.
\COLLAPSE_TYPE[n]
n : the ID of the collapse effect you want played. These are:
0 => Default Collapse Effect
1 => Shrink
2 => Horizontal Expansion
3 => Vertical Expansion
4 => Contract and Ascend
5 => Rotate
6 => Shake and Descend
7 => Divides Vertically and Separates Vertically
8 => Divides Horizontally and Separates Horizontally
9 => Divides Vertically and Separates Horizontally
10 => Divides Horizontally and Separates Vertically
11 => Wave
12 => Blur
13 => Fast Rotate & Shrink
14 => Eraser
15 => Pixel Away
\COLLAPSE_TYPE_RANDOM
randomly chooses a collapse type for each instance of the enemy
\COLLAPSE_COLOR[#hex]
can specify in hexadecimal the colour it changes to when collapsing.
[#rrggbbaa] # rr - red, gg - green, bb - blue, aa - alpha (opacity)
Examples: \collapse_color[#FFFFFF] # Black
\collapse_colour[#FF808080] # Default
Link to a hex converter so you know what to do:
http://www.statman.info/conversions/hexadecimal.htmlScript
#==============================================================================
# Minto's Monster Collapse VX
# Version: 1.2
# Author: Minto & modern algebra (rmrk.net)
# Date: June 25, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This is a complete rewrite of Minto's Monster Collapse script in order for
# it to function optimally in RMVX.
#
# The script is very simple and allows for three basic functions:
# 1) Can play a specified animation upon the death of a monster
# 2) Can specify a special collapse effect, rather than the default fade.
# 3) Specify the colour each monster changes to, rather than default white
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script in its own slot above Main and below Materials in the
# Script Editor (F11)
#
# To setup collapse effects, all you need to do is use are the following
# codes in the notebox of the enemy:
#
# \COLLAPSE_ANIM[n]
# n : an integer; the ID of the animation you want played. Defaults to
# 0, which means no animation played.
#
# \COLLAPSE_TYPE[n]
# n : the ID of the collapse effect you want played. These are:
# 0 => Default Collapse Effect
# 1 => Shrink
# 2 => Horizontal Expansion
# 3 => Vertical Expansion
# 4 => Contract and Ascend
# 5 => Rotate
# 6 => Shake and Descend
# 7 => Divides Vertically and Separates Vertically
# 8 => Divides Horizontally and Separates Horizontally
# 9 => Divides Vertically and Separates Horizontally
# 10 => Divides Horizontally and Separates Vertically
# 11 => Wave
# 12 => Blur
# 13 => Rotate Fast & Shrink
# 14 => Eraser
# 15 => Pixel Eraser
#
# \COLLAPSE_TYPE_RANDOM
# randomly chooses a collapse type for each instance of the enemy
#
# \COLLAPSE_COLOR[#hex]
# can specify in hexadecimal the colour it changes to when collapsing.
# [#rrggbbaa]
# Examples: \collapse_color[#FFFFFF] # Black
# \collapse_colour[#FF808080] # Default
#
# \COLLAPSE_BLEND[n]
# n : the blend type. 0 => Normal; 1 => Addition; 2 => Subtraction
# The default is 1. You might want to set it to 0 for pixel away or
# blur effects.
#==============================================================================
#==============================================================================
# ** RPG::Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new methods - collapse_animation, collapse_type, collapse_blend, effect_ids
#==============================================================================
class RPG::Enemy
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collapse Animation
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def collapse_animation
@collapse_anim = self.note[/\\COLLAPSE_ANIM\[(\d+)\]/i] != nil ? $1.to_i : 0 if @collapse_anim.nil?
return @collapse_anim
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collapse Type
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def collapse_type
return $1.to_i if self.note[/\\COLLAPSE_TYPE\[(\d+)\]/i] != nil
array = self.effect_ids
return array[rand (array.size)] if self.note[/\\COLLAPSE_TYPE_RANDOM/i] != nil
return 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collapse Colour
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def collapse_color
r, g, b, a = 255, 128, 128, 128
if self.note[/\\COLLAPSE_COLOU?R\[#([\dABCDEF]+)\]/i] != nil
r = $1[0, 2].to_i (16) if $1.size >= 2
g = $1[2, 2].to_i (16) if $1.size >= 4
b = $1[4, 2].to_i (16) if $1.size >= 6
a = $1[6, 2].to_i (16) if $1.size >= 8
end
return r, g, b, a
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collapse Blend
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def collapse_blend
return $1.to_i % 3 if self.note[/\\COLLAPSE_BLEND\[(\d+)\]/i] != nil
return 1
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Effect IDs
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def effect_ids
effects = []
for i in 0...16 do effects.push (i) end
return effects
end
end
#==============================================================================
# ** Game Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new instance variable - collapse_type
# aliased method - perform_collapse
#==============================================================================
class Game_Enemy
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :collapse_type # The collapse type for this enemy
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Perform Collapse
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_mino_prfrmclpse_mons_0ki2 perform_collapse
def perform_collapse (*args)
# Do not play Sound Effect here unless no animation is specified
if enemy.collapse_animation > 0 && $game_temp.in_battle && dead?
@collapse = true
self.animation_id = enemy.collapse_animation
else
# Run Original Method
malg_mino_prfrmclpse_mons_0ki2 (*args)
end
@collapse_type = enemy.collapse_type
end
end
#==============================================================================
# ** Sprite_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - update_collapse, x=, y=
# new method - execute_special_collapse, create_dup_sprite
#==============================================================================
class Sprite_Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Collapse
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_mint_moncollapse_upd_0kh2 update_collapse
def update_collapse (*args)
if @battler.actor?
malg_mint_moncollapse_upd_0kh2 (*args) # Run Original Method
return
end
# If animation, hold off on executing collapse
if self.animation?
# Restore lost time
@effect_duration += 1
return
end
execute_special_collapse (@battler.collapse_type)
malg_mint_moncollapse_upd_0kh2 (*args) # Run Original Method
self.color.set (*@battler.enemy.collapse_color)
self.blend_type = @battler.enemy.collapse_blend
# Update Duplicate Sprite Opacity
@dup_sprite.opacity = self.opacity if @dup_sprite != nil
# If Ending the effect
if @effect_duration == 0
# Restore Zoom
self.zoom_x = 1
self.zoom_y = 1
# Free @dup_sprite (not dispose because of Cache)
@dup_sprite = nil
elsif @effect_duration == 47 && @battler.enemy.collapse_animation > 0
# Play Collapse SE once animation has finished.
Sound.play_enemy_collapse
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set X
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mal_minto_setx_collapse_0kh3 x=
def x= (n, *args)
# Override general x setting when collapsing
return if @effect_type == COLLAPSE && n == @battler.screen_x
mal_minto_setx_collapse_0kh3 (n, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Y
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias algbmod_ntomi_yset_cllpse_9gb2 y=
def y= (n, *args)
# Override general x setting when collapsing
return if @effect_type == COLLAPSE && n == @battler.screen_y
algbmod_ntomi_yset_cllpse_9gb2 (n, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Duplicate Sprite
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_dup_sprite (split_type = 0)
# Create new sprite of the same class and set components
@dup_sprite = self.class.new (self.viewport, @battler)
@dup_sprite.x, @dup_sprite.y = self.x, self.y
@dup_sprite.blend_type = 1
@dup_sprite.color.set(255, 128, 128, 128)
@dup_sprite.update
if split_type == 0 # Vertical Split
@dup_sprite.src_rect.width = @dup_sprite.ox
self.src_rect.x = self.ox
self.x += self.ox
elsif split_type == 1 # Horizontal Split
@dup_sprite.src_rect.height = @dup_sprite.oy / 2
self.src_rect.y = self.oy / 2
self.y += self.oy / 2
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Execute Special Collapse
# collapse_type (type of collapse)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def execute_special_collapse (collapse_type)
case collapse_type
when 1 # Shrink
self.zoom_x -= 0.02
self.zoom_y -= 0.02
self.y -= (0.01*self.height)
when 2 # Horizontal Expansion
self.zoom_x += 0.05
when 3 # Vertical Expansion
self.zoom_y += 0.05
self.zoom_x -= 0.02
when 4 # Spring Ascent
if @effect_duration >= 24 then
self.zoom_y = [self.zoom_y - 0.02, 0].max
self.zoom_x = [self.zoom_x + 0.01, 1.24].min
else
self.zoom_x -= 0.115
self.zoom_y += 0.6
end
when 5 # Rotate
self.zoom_x -= 0.03
self.zoom_y += 0.05
self.angle += 7.5
when 6 # Shake Descent
if @effect_duration >= 44
self.ox -= 1
else
self.ox += ((@effect_duration / 4) % 2) == 0 ? 2 : -2
end
self.src_rect.y -= self.bitmap.rect.height / 48
when 7 # Vertical Division; Vertical Movement
create_dup_sprite (0) if @effect_duration == 47 # Split Vertically
self.y += [self.oy / 96, 1].max
@dup_sprite.y -= [@dup_sprite.oy / 96, 1].max
when 8 # Horizontal Division; Horizontal Movement
create_dup_sprite (1) if @effect_duration == 47 # Split Horizontally
self.x += [self.ox / 48, 1].max
@dup_sprite.x -= [@dup_sprite.ox / 48, 1].max
when 9 # Vertical Division; Horizontal Movement
create_dup_sprite (0) if @effect_duration == 47 # Split Vertically
self.x += [self.ox / 48, 1].max
@dup_sprite.x -= [@dup_sprite.ox / 48, 1].max
when 10 # Horizontal Division; Vertical Movement
create_dup_sprite (1) if @effect_duration == 47 # Split Horizontally
self.y += [self.oy / 96, 1].max
@dup_sprite.y -= [@dup_sprite.oy / 96, 1].max
when 11 # Wave
self.wave_amp += 1
when 12 # Blur
self.bitmap = self.bitmap.dup if @effect_duration == 47
self.bitmap.blur if @effect_duration % 4 == 0
when 13 # Fast Rotate and Shrink
self.angle += 48 - @effect_duration
execute_special_collapse (1)
when 14 # Eraser
self.bush_opacity = 0
self.bush_depth += (self.height / 48.0).ceil
when 15 # Pixel Eraser
if @effect_duration == 47
self.bitmap = self.bitmap.dup
@pixels_to_erase = []
for i in 0...self.bitmap.width
for j in 0...self.bitmap.height
@pixels_to_erase.push ([i, j])
end
end
@pixel_erase_rate = @pixels_to_erase.size / 48
end
erase_color = Color.new (255, 255, 255, 0)
@pixel_erase_rate.times do
x, y = @pixels_to_erase.delete_at (rand (@pixels_to_erase.size))
self.bitmap.set_pixel (x, y, erase_color)
end
end
end
end
Credit
Support
Please post in this topic at rmrk.net if you have any suggestions for improvement or bug reports.
Known Compatibility Issues
Spoiler for Tankentai Sideview Battle 3.3:
There is a compatibility issue with Enu's Tankentai Sideview Battle. The following patch will fix it. It should be below both the Sideview Battle script and Monster Collapse in the Script Editor (F11) to work.
Note that
#==============================================================================
# Monster Collapse + Tankentai SBS Compatibility Patch
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: September 16, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
# This patch resolves incompatibility between the Enu's Sideview 3.3 and
# my Minto's Monster Collapse VX 1.1b scripts. There may be interference with
# other addons - no tests were conducted.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
# Place Monster Collapse under Tankentai and this patch under Monster
# Collapse in the Script Editor (F11).
#
# Since I wanted to retain the special collapse effects tankentai has, the
# IDs for the effects are different from the regular monster collapse script.
# The tankentai codes take 1, 2, 3 and Monster Collapse effects are shifted
# up by 3. The list is:
# 0 => Default Fade
# 1 => Sprite Stays on Screen (Tankentai)
# 2 => Default Fade (Tankentai)
# 3 => Boss Collapse (Tankentai)
# 4 => Shrink
# 5 => Horizontal Expansion
# 6 => Vertical Expansion
# 7 => Contract and Ascend
# 8 => Rotate
# 9 => Shake and Descend
# 10 => Divides Vertically and Separates Vertically
# 11 => Divides Horizontally and Separates Horizontally
# 12 => Divides Vertically and Separates Horizontally
# 13 => Divides Horizontally and Separates Vertically
# 14 => Wave
# 15 => Blur
# 16 => Rotate Fast & Shrink
# 17 => Eraser
# 18 => Pixel Eraser
#
# Please note that the way for setting up the collapse effect in tankentai
# will no longer work. You must set the collapse type in the enemy's notebox
# as you would for any other effect. \COLLAPSE_TYPE[x]
#==============================================================================
#==============================================================================
# ** Sprite_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - collapse_action, execute_special_collapse
#==============================================================================
class Sprite_Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Collapse Action
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_sbs_clpsact_mon_8kg2 collapse_action
def collapse_action (*args)
malg_sbs_clpsact_mon_8kg2 (*args) # Run Original Method
if @collapse_type == 0
@collapse_type = 2
@effect_duration = N01::COLLAPSE_WAIT + 48
end
if @collapse_type > 3
@effect_duration = N01::COLLAPSE_WAIT + 48
Sound.play_enemy_collapse
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Execute Special Collapse
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_sbstnk_monster_clpse_special_0gh2 execute_special_collapse
def execute_special_collapse (id, *args)
return if @effect_duration >= 48 || id < 4
ma_sbstnk_monster_clpse_special_0gh2 (id - 3, *args) # Reduce ID
normal_collapse
end
end
It will likely not work with some exotic battle systems. If you encounter any problems with the battle system you want to use, please link and I will determine whether or not to write compatibility patches (If it doesn't use default monster battlers, chances are unlikely). If you do encounter a compatibility problem, remember to first try changing the order the scripts are in.
Demo
Download Demo

This script by
modern algebra is licensed under a
Creative Commons Attribution-Non-Commercial-Share Alike 2.5 Canada License.