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Shadowmaster9000

Custom Collapse Effects

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This script allows you to make customizable collapse effects for enemies and even actors all through simple notetags. To experience collapse effects for actors, will you need another script that creates actor battler sprites, such as Yami's Battle Engine Symphony. The list of effects include:

  • The ability to set the overall collapse duration and when various collapse effects starts
  • Have the battler shaking horizontally, vertically or both.
  • Have the battler fade out in any color.
  • Have the batter sink to the ground.
  • Apply a wavey distortion effect to the battler.
  • Play a sound effect continuously.
  • Play a battle animation at the beginning of the collapse effect, which can allow for a greater variety of effects that the other notetags don't provide.
Script

http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-6.txt

Edited by Shadowmaster9000

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Awesome, awesome script.

 

EDIT: I'm receiving a game freeze when using animations in the collapse settings (the animation in question is 125 frames, if that helps). I haven't yet tried to figure out if another script is causing it. It worked as intended up until I added an animation to the settings. Tested on a new file.

Edited by William C

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o___O 125 frames? Dayumn that's a lot. Did you remember that battle animations are 15 frames per second compared to a collapse animation's 60 frames per second, or do you have a full battle animation that lasts for 125 frames?

 

I've just tried testing it out myself again, using a battle animation with 195 frames (both with and without Yanfly Ace Battle Engine), I couldn't get the game to freeze (whether it's to do with computer processing I have no idea).

 

Anyways I did find another glitch concerning animations delaying the battle log when not using Yanfly Ace Battle Engine so I've updated the script.

 

http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-1.txt

 

Unfortunately because of the way the battle animations are now set up, they no longer work with the default collapse animations and will only work with custom collapses. I can't guarantee it will help solve your freezing problem but give it a try anyways and let me know what happens.

Edited by Shadowmaster9000

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I'm sometimes getting an issue where the victory messages come up before the collapse sequence is finished, letting me skip past it. Sometimes it happens, sometimes it doesn't. I'm testing to pinpoint the cause, but I assume you intended for the collapse to always finish playing through before any victory messages pop up?

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I assume it's happening for the battle animation? I've tried it myself and the battle system's not waiting for the battle animation to finish before continuing. This update will fix it:

 

http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-2.txt

 

I've also added a new notetag if in case someone didn't want the battle system to wait for the battle animation to finish, you can now use this notetag:

<no wait for collapse animation>

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Yeah, that somewhat fixes it. It does now wait for the animation to finish before exiting the battle scene, but it still brings up the victory messages and music immediately. It's progress, either way. Good job!

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If you're using Yanfly Engine Ace Battle Engine and using F8 to end the battle early, that command does not make the victory message wait for the troop's death animations to finish before showing up (which I think was intentional on Yanfly's part so the user testing the game does not have to wait for all animations to finish, the instant victory command is only meant to be for testing purposes only).

 

Otherwise if you're not using F8 or Yanfly Engine Ace Battle, you're gonna have to tell me what scripts you're using, cause I've tested this script out both with and without Yanfly Ace Core and Yanfly Ace Battle Engine with no other scripts and for me it's always waiting til the battle animation's finished before moving on to the victory message screen.

Edited by Shadowmaster9000

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I'll start disabling scripts to see which one is causing the issue rather than listing all of them, because I use quite a few at this point. I'll be back!

 

EDIT: Got it. I forgot to disable VE Basic Module (latest version). That appears to be the script which is causing the problem. When I used an animation in the tags, it played through completely without bringing up the victory music or message. However, without an animation tag, it still brought up the victory music and messages immediately, regardless of whether Victor's script was enabled or not.

 

EDIT 2: Scratch that. It's VE Animated Battle 1.21 that causes the problem, and I'm assuming it's because it shares some method or alias names with your script, since Victor released his own Custom Collapse script a while back; things like perform_collpase_effect, start_effect, update_effect, etc. Is that any help to you?

Edited by William C

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Sadly no I haven't come across the same problem as you while using Victor's Animated Battle V1.21 (battlers continue to attack when a custom collapse is going on but the victory message still waits until all collapse effects finish before showing up).

 

But in all honesty if you're using Victor Sant's scripts anyways, unless if you say, got the license for his Animated Battlers script but not for his Custom Collapse script, you may as well just use his because you're already using scripts not free to use for commercial projects, and his is likely to work better with his scripts anyhow.

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His doesn't wait for collapse animations to finish, either, so whichever one gets that fixed first is the one I'd want to use. =P I suppose I could try adding a battle event with a wait command to attempt a workaround.

 

Looks like that works.

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Hi ShadowMaster, your script is great, but I wonder if you can make the collapse effect is not sinkdown like the default boss collapse.. I mean

I want to make the collapse effect to only shake horizontal for about 2 second not with sinkdown effectplays together, and I want the shake to be more great..

Can you probably consider my advice to upgrade your script into more versatile(I still don't know i it's because your script that didn't support the effect I want or it's simply me that is very dumb)? Sorry If it's bothering you then forget it =)

This can be very annoying, but if you don't mind please read this spoiler, thanks

 

 

Here's the method I have tried and the issue I got:

 

I tried to give two notetag:

<custom collapse: 140>

<collapse shake x: 20>

With both notetag above at my enemy database, I tried to battle test it, when the enemy dies, the collapse effect works, but it freeze the game.

 

Note: I don't add Collapse Effect Boss Feature( Is adding this is a must?)

         I don't add it because if I add it the collapse effect will works but the sinkdown effect will follows and I don't want that effect..

 

Note: I tried the step above but this time using collapse effect boss feature in my responsible enemy database, it's not  freeze anymore, but               the enemy also not dissapear from the screen(I know I'm such a dumb so please if you don't mind help me a bit)

 

At last I don't know if it's because I'm to dumb to use your instructions about notetag and can't configure it right to get my desired effect, or it is indeed can't be done without using your modified script(of course if you're willing to help me because I really want that horizontal shake without sinking effect for boss fight)

Please, I don't mean to offend you, I just convey my aspiration and give a little advice to modif your script so it can be more versatile(I mean without adjusting the collapse effect boss feature at the enemy database, your script will works and not freeze with only use notetags).

 

 

 

Sorry for my vocab and grammar, my english is bad..

Big thank you very much..

Edited by BoluBolu

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You can easily make a custom collapse effect that does not make the enemy sink. All you have to make sure is that you do not set a collapse effect in the enemy's feature list and that you do not use the collapse sink notetag. Setting a collapse effect in the enemy's feature list will override any and all custom collapse effects you set with the notetags.

 

There's two reasons why the script may be making your game freeze:

 

1) You don't have your scripts in the right order, try putting the custom collapse script on the bottom of your list.

2) There is another script you're using that this script is unfortunately not compatible with.

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I very much love your script Shadowmaster, which has been great for all of my boss battles. However, I'd like to make my final end boss a bit more special in regards to he/she's exit... I like Kefka's exit from the final fantasy's series... not really the break away, but the length of which he disintegrates. I was wondering if there was a particular way in modifying your script to make the fade and sink sequence last much longer than normal. I can always set the custom collapse script to last however long I want it, but as soon as the fade and sink sequence begins, it's over in less than a heartbeat (maybe two)... my point is, it's too quick. Is there a way to lengthen those two, or am I SOL?

 

Respect to the darkside...

Altimos

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Sadly there isn't with the current version of the script. I made a mistake with the description of the sink notetag. It won't last until the end of the collapse effect but rather lasts for a set duration depending on how big the enemy sprite is. I'm going to update the script to either make the effect last for the rest of the duration (will be difficult since I can't use decimal values for sprite movement but I'll find a way), or let users set a sink speed. I might do both.

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Apologies for the double post, I have now updated the script.

 

http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-3.txt

 

This version properly calculates the sinking speed so now the battler will not completely sink until the end of the duration of the collapse effect. So long as the sink effect is initiated early and the effect duration is fairly long, the battler should no longer sink as quickly.

 

I've also now included a new variable in the sink notetag you can use to set the speed of the sink effect yourself, which will override the default sink speed that's calculated depending on time left and sprite size. If you want to slow down the speed of the sink effect, use a decimal value like 0.5 or 0.25.

Edited by Shadowmaster9000

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Awesome, you are most certain skilled when it comes to scripting. I'll download this script and give it a go.

 

Were you able to address the fading sequence as well, does it also have the same effect as the sinking sequence... slowly fading in relation to the end of the collapse effect?

 

------------------

 

 

Belay that last, just tested it out and it works perfectly. The fading sequence last as long as the collapse effect and the sinking is also in time.

 

Perfect script Shadowmaster, perfect... and for that I give you you're lightsaber... tumblr_inline_n6ngxq_A6nj1rjsqpi.png

 

Altimos

Edited by Altimos

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Hello, I am new to posting on here. I tried your script and when any of my actors die. It keeps getting an error saying ''Script 'Collapse Effect' line 422: NoMethodError occured. undefined method '>'> for nil:NilClass''. I'm pretty confused xD. Not sure what I am supposed to change. Any help really appreciated. 

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Hello, I am new to posting on here. I tried your script and when any of my actors die. It keeps getting an error saying ''Script 'Collapse Effect' line 422: NoMethodError occured. undefined method '>'> for nil:NilClass''. I'm pretty confused xD. Not sure what I am supposed to change. Any help really appreciated.

What code is in line 422 for you? Because when I look at the script, 422 only refers to a value being applied to an instance variable which isn't related to any other data in the script and as such, shouldn't be causing any errors.

 

Also could you please tell me what actor battler/sideview battle script you're using? If you're not using any that's probably why an error's happening for you. You actor needs a sprite that appears in battle for the custom collapse effects to work for actors. At the same time, this could also be incompatible with certain sideview battle scripts, as the only one I've tested it with is Yami's Symphony Battle Engine.

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New version now available:

 

http://www.crimson-castle.co.uk/rpgmakerscripts/CustomCollapseEffectsV1-4.txt

 

I've been meaning to post it for a while. Admittedly I want to wait until I could solve Sly100's issue first before posting this update, but I get the feeling he won't get back to me. ;>____>

 

Anyhow, this is only a small update, but it now allows you to set the collapse sound's volume and pitch in the same notetag using newly added variables:

<collapse sound: "string" n1 n2 n3>
Edited by Shadowmaster9000

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So, I'm still trying to figure out what is causing the victory message and music to play before a collapse animation finishes when used with VE Animated Battle 1.21. There's actually nothing in your script that references the process_victory method in BattleManager, so I'm thinking something might have to be added there to tell the game "if a collapse animation is taking place, finish it before continuing with the rest of this method." I'm tinkering now... hopefully I can figure it out, or if any of this sounds easy to do, maybe you'll beat me to it. :D

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I currently do not use Victor's Animated Battle script and to be honest I find it a pain to set up, so I can't help you with fixing Victor's script.

 

Only thing I can suggest is are you using Victor's Active Time Battle script? Because if you are I get the feeling that one is the culprit and not his Animated Battle script. Chances are that script is the one that affects the BattleManager's processes which in turn would affect the victory process.

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