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.html Script
#============================================================================== # 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
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