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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
ApocalypticRage
Getting right down to it, is there a way to change up the death from the simple "Fade to red, then fade away" Scenario?

Small edit for language ~ Night_Runner
Locke
I dunno maybe someone will help you with those
Boss Deaths Actions

SALUTE!!
Tsutanai
Umm... I guess you could do some events in the troop section
and set it to when boss hp is 0%
Squeakurs
Tsutanai is on to something...

I'm using the same type thing in my game, and this is what I've figured out:

[Show/Hide] Here's how to do it for one time scenarios
1) Create a switch. I call it "FINISHER", because its used for when a boss dies.

2) In the event where you have the boss fight, turn ON the switch before the boss fight.

3) Create an animation for what you want to be displayed when the boss dies.

4) Go to the Troop tab in the editor, and select the boss you want to apply the animation to.

5) Make the boss Invincible. You'll see why later.

5) Go down to the event box at the bottom, and click on the arrow beside the box that probably reads "Don't Run"
This will bring up a new window.
In this new window, you need to select the second option called "Enemy", and select the boss from the drop down list.
For the second box, enter "1". This means that when the boss has 0% HP, it will trigger.
If the boss wasn't set to invincible, then this event will not run because the boss would die before it had a chance to. Since he is invincible, this ensures that he won't die until this event runs.

NOTE: If something doesn't go right, you may want to up the value to 1%. I haven't tested 0% because I didn't think of it until I read Tsutanai's post (lol), but 0% should do fine.

Next, check the box next to "Switch" in the 4th option, and select your switch from the list of switches. (Mine was called FINISHER)

6) Make sure the drop down box next to "Span" reads "Moment".

7) Now, in the actual event commands, you will need to enter in event commands that follow this basic order:

(a:) About 40 frames of wait (for dramatic effect... this isn't necessary)
(b:) Play your modified dying animation on the boss using the "Play Battle Animation..." option from the 3rd page on the event commands window.
(c:) Make the screen tone a solid color, so the player cannot see the boss at all after the animation.
(d:) While the screen is a solid color, apply the "Downed" (yours may be different) status effect to the boss via the "Change Enemy State" option on the 3rd page of the event commands window
(e:) Wait about 40 frames
(f:) Return the screen tone to its original state, and pause a few more frames (for dramatic effect... Dramatic, I say!)
(g:) Turn OFF the switch you made (Mine was called FINISHER). This turns off the event processing (see I told you that you would use it!)

I know this may not be up to par with what you may have had in mind, but it gets the job done. For anything more extravagant, you may have to look into scripting.
It's also a good idea to experiment with screen flashing, waiting, and extra animations. You can make it as "flashy" as you need it to be, although it make take some creativity and experimentation.


But, if you want to simply add a little "flash" to the common dying animation, simply create an animation you want to be displayed when the enemy dies, and set the "Downed" status's animation to that one. They will still flash red, but the animation will be displayed as they die.

If you want to completely remove the red flash, however, you will have to implement some scripting techniques. I'd recommend heading over to the Scripting section of the forum and using the Search engine boundlessly!

Or, you could try posting a script request if all else fails.

I hope this helps!
Scriptless
Or you can just do the ID number of Evil King troop, xD Oh it's XP never mind.
Legacy
Heres a script i found in my folder of scripts.

Advanced Collapse by Enu Made for : Enu Sideview Battle System
CODE

#==============================================================================
# Add-On: Advanced Collapse
# Created by Enu
#==============================================================================
# This Add-On adds a new collapse effects with a lot of nifty things
# Pretty useful for final bosses
#==============================================================================

module ADVANCED_COLLAPSE
ADV_COLLAPSE_ID = 4 # Collapse's ID, must NEVER be equal to 1, 2 or 3
ADV_COLLAPSE_ENEMIES = [1, 35, 36, 37, 38, 39] #ID of the enemies that have advanced collapse.
end

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
alias collapse_type_advanced1 collapse_type
#--------------------------------------------------------------------------
def collapse_type
for x in ADVANCED_COLLAPSE::ADV_COLLAPSE_ENEMIES
return ADVANCED_COLLAPSE::ADV_COLLAPSE_ID if @enemy_id == x
end
collapse_type_advanced1
end
end

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
alias update_collapse_advanced1 update_collapse
alias collapse_action_advanced1 collapse_action
#--------------------------------------------------------------------------
def update_collapse
update_collapse_advanced1
boss_collapse_advanced1 if @collapse_type == ADVANCED_COLLAPSE::ADV_COLLAPSE_ID
end
#--------------------------------------------------------------------------
def collapse_action
collapse_action_advanced1
@effect_duration = 560 if @collapse_type == ADVANCED_COLLAPSE::ADV_COLLAPSE_ID
end
#--------------------------------------------------------------------------
def boss_collapse_advanced1
duration = @effect_duration
if duration == 550
Audio.bgm_fade(2000)
Audio.bgs_fade(2000)
end
if duration == 440 or duration == 380 or duration == 280 or duration == 180
Audio.se_play("Audio/SE/124-Thunder02", 100, 100)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if duration == 420 or duration == 360 or duration == 260 or duration == 160
Audio.se_play("Audio/SE/124-Thunder02", 100, 50)
self.flash(Color.new(255, 255, 255), 60)
viewport.flash(Color.new(255, 255, 255), 20)
end
if duration == 350
Audio.se_play("Audio/SE/137-Light03",80, 50)
reset
self.blend_type = 1
self.color.set(255, 255, 255, 128)
end
if duration < 350 && duration > 40
self.src_rect.set(0, duration / 2 - 175, @width, @height - @shadow.bitmap.height / 2)
self.x += 10 if duration % 2 == 0
self.opacity = duration - 60
self.color.set(255, 255, 255, duration / 2 - 35)
viewport.color = Color.new(255, 255, 255, 350 - duration)
Audio.se_play("Audio/SE/137-Light03",80, 50) if duration % 90 == 0
end
Audio.se_play("Audio/SE/137-Light03",80, 30) if duration == 38
viewport.color = Color.new(255, 255, 255, duration * 6) if duration < 40
end
end

class Scene_Battle
#--------------------------------------------------------------------------
alias process_victory_advanced1 process_victory
#--------------------------------------------------------------------------
def process_victory
for enemy in $game_troop.enemies
break boss_wait_advanced1 = true if enemy.collapse_type == ADVANCED_COLLAPSE::ADV_COLLAPSE_ID
end
wait(560) if boss_wait_advanced1
process_victory_advanced1
end
end
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