Victor Sant 273 Posted December 28, 2011 (edited) Victor Engine - Custom Collapse This script allows you to create totally custom sequences for enemies and actors collapses. You can set wich frame of the collapse sequence each effect will be activated. Download: Victor Engine - Custom Collapse Credits: Author: Victor Sant Terms of Use Edited June 22, 2012 by Victor Sant 1 Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted December 28, 2011 Frigging sweet! I wonder if it will work with some of the animated battler scripts we have available now. Share this post Link to post Share on other sites
Ronove 33 Posted December 28, 2011 Ooh, bosses can die now in spectacular ways! This is lovely! Share this post Link to post Share on other sites
Radscythe 72 Posted December 28, 2011 I'm going to have all reg enemies die like example 3...I'm loving your scripts; thanks for the scripts! Share this post Link to post Share on other sites
Knightmare 170 Posted December 28, 2011 NJVAA. Yeah Vic is awesome, he's the king of enhancement scripts. I wonder what that brain will cook up next. Share this post Link to post Share on other sites
LusterMX 17 Posted December 29, 2011 I can finally have my monsters die in a way where they'd be slaughtered apart spilling a huge leakage of bananas and burgers everywhere. Everyone would cheer, jump up and down and have there bellies filled to the max! 1 Share this post Link to post Share on other sites
+ Tuomo L 116 Posted December 29, 2011 Victor, you've done it again! I especially like the FF 6 style defeat of the boss, this makes replicating such deaths and more much easier! Share this post Link to post Share on other sites
Victor Sant 273 Posted December 30, 2011 (edited) I've updated the script to add the possibility to set collapse for skills and itens, so, if a battler is killed with the skill/item, it will display a collapse based on that skill/item. It's possible to set certain battlers to ignore this. Edited December 30, 2011 by Victor Sant Share this post Link to post Share on other sites
+ Tuomo L 116 Posted December 30, 2011 Can you do the same for states too? Or does the dead state override that? Share this post Link to post Share on other sites
Victor Sant 273 Posted December 30, 2011 Can you do the same for states too? Or does the dead state override that?Exactly that. But i have in mind some "custom death", states that will cause game over if all party have it. (like a petrify state) Share this post Link to post Share on other sites
Lionheart 2 Posted January 18, 2012 This script not functional!!! Share this post Link to post Share on other sites
Fomar0153 123 Posted January 18, 2012 This script not functional!!! How about instead of going around posting "This script not functional!!!" in every script's topic you tell us what is wrong? Share this post Link to post Share on other sites
Lionheart 2 Posted January 18, 2012 Sorry...but perhaps I should be more specific. In the script there is an option that says "Fade Out Bgm" (Bgm Off) and if I use this option nothing happens and the monster never die. Each test of customization fais and I would like to customize it as much as possible... So maybe I don't understand how it works. Share this post Link to post Share on other sites
Victor Sant 273 Posted January 18, 2012 @Lionheart Did follow the instructions *correctly* How did you add the tags on note boxes? instead of simply whining "it don't work" you could provide decent information about what exactly you did, so we can find if it was a user error or a script error, and find a solution for any of theses problem. Share this post Link to post Share on other sites
Lionheart 2 Posted January 18, 2012 <custom collapse> # duration: 330 bgm_stop: 50 ------> this is the string I mentioned above # [300] flash: 20, 255, 255, 255, 200 # [300] sound: "Thunder6" # [250] flash: 20, 255, 255, 255, 200 # [250] sound: "Earth4" # [250] shake on # [250] sound: "Thunder6" # [200] move y: 5 # [200] flash: 20, 255, 255, 255, 200 # [200] sound: "Thunder6" # [200] sound: "Monster4" # [200] fade # [200] blend: 1 # [200] color: 0, 200, 64, 64, 160 # [200] wave on # [300] flash: 20, 255, 255, 255, 200 # [300] sound: "Thunder6" # [250] flash: 20, 255, 255, 255, 200 # [250] sound: "Earth4" # [250] shake on # [250] sound: "Thunder6" # [200] move y: 5 # [200] flash: 20, 255, 255, 255, 200 # [200] sound: "Thunder6" # [200] sound: "Monster4" # </custom collapse> This is what I wanted to do but my changes are not executed successfully. Share this post Link to post Share on other sites
Victor Sant 273 Posted January 18, 2012 are you using them with the # on the code? if so, that's your problem. Also, the script don't use underlines, it used could use both underlines or white spaces on earlier versions, but i removed this because it was causing some annoying issues, so underlines now are used only when specified that they must be used. So to solve your problem you should do: 1 - remove the # if you're using them 2 - remove the underline Share this post Link to post Share on other sites
woooah man 1 Posted February 12, 2021 the link seems to be dead Share this post Link to post Share on other sites
roninator2 257 Posted February 12, 2021 2 hours ago, woooah man said: link seems to be dead https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/ Share this post Link to post Share on other sites