phew alright some of them were figured out by me since I probably didn't put them in the right place but this one I have here I actually may need help on since it's taking me a bit to figure out how to actually work this one out.
#==============================================================================
# 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
All I really need to know is how to specify how each enemy is killed and how to specify the Ids for the enemy itself (i apologize on behalf of my stupidity lol)
Oh and about the IRP, i think it was because I was using a custom Menu system with it, the FFVII style one since with the IRP, the options window covers up the character status screen. I've learned that much. Oh and another thing is about the SkillTree script since I have pretty much no idea where to put which id, same as the last. Once more, I apologize for my stupidity