[Ace] Script similar to Moghunters Battler Motion

Discussion in 'RGSS3 Script Requests' started by Ech0es, May 1, 2014.

  1. Ech0es

    Ech0es Moon Veteran

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    I want to use Moghunters battle motions in my game (what it does is animate the battlers/customize the collapse of enemy/actors/ and animate the way they enter the battle) but it seems to conflict a bit with Yami's battle symphony (I am also using Yanfly's battle engine). Conflict includes the actor not vanishing after death, enemy shadow still on screen after death, and enemy does not move forward toward player.

    I like this script because it animates the enemies and I don't need any special sprite battler, I can use any battler. It looks better too when the enemies are animated as opposed to them just sitting there inanimate.

    I don't think I'm going to get the conflicts resolved, maybe it's more complicated than I thought. So I'm wondering if there are any other scripts like Mog's out there that does the same thing? Maybe one that won't cause too much conflict with Yami's script.

    Or if not, then maybe if I am lucky enough someone will take on this request and write one? I tried searching but haven't found much, so it doesn't seem to be that many scripts of this type out there. I have included Mog's script just incase anyone wanted to view it:

    Thanks!

    Moghunters Battler Motion

    Code:
    if true#==============================================================================# +++ MOG - Battler Motion (v1.8) +++#==============================================================================# By Moghunter # [URL="http://www.atelier-rgss.com/#==============================================================================%23"]http://www.atelier-rgss.com/#==============================================================================#[/URL] Adiciona efeitos de animações nos sprites dos battlers.# ● Animação inicial (entrada)de batalha.# ● Animação de espera.# ● Animação de ação.# ● Animação de dano.# ● Animação de colapso.#==============================================================================#==============================================================================# ● Version History#==============================================================================# V 1.8 - Fixed bug not activate the system hidden enemies.# - Improved the effect of breathing and the option to configure the effect.# V 1.7 - Compatibility with the script Aura Effect.# V 1.6 - Improved code and performance.# V 1.5 - Option to enable or disable the effects on allies or enemies.# This option is used to resolve compatibility issues.# V 1.4 - Fixed bug with display 1 damage the Log box# V 1.3 - Fix the position of the battler after receiving damage. (Actor)# V 1.2 - Improved coding of the script. (Better compatibility.)# - Addition type 6 collapse.# - Adding the effect type 6:07 action.# - Adding the effect of initial type 5 animation.# V 1.1 - Enable animation slaughtered battler. (Ex - Animations Reviver.)# - Option to enable or no effect of collapse for the characters.# V 1.0 - First release.#==============================================================================#==============================================================================# ● Configuration#==============================================================================# ■ Initial entrance animation to begin the battle. #==============================================================================# Put the following in the note tags of enemies or characters.## <Motion Appear = X>## X = 0# Battler sliders in horizontally.## X = 1# Battler sliders in vertically.## X = 2# Battler rolls in.## X = 3# Zooms in on battler.## X = 4# Zooms out on battler.## X = 5# Battler emerges from the ground.##==============================================================================# ■ Animations of battlers on standby.#==============================================================================# Put the following in the note tags of enemies or characters.## <Motion Standby = X>## X = 0# The effect of active battler breathing.## X = 1# The effect of active battler levitating.## X = 2# The effect of active battler moving sideways.##==============================================================================# ■ Animations of battlers in action mode.#==============================================================================# Put the following in the note tags of skills or items.## <Motion Action = X># # X = 0# Activates the effect of zoom action.## X = 1# Activates the effect of action jumping.## X = 2# Activates the effect of rotating to the left.## X = 3# Activates the effect of turning right.## X = 4# Activates the effect of shaking.## X = 5# Activates the effect of frontal action.## X = 6# Activates the effect of taking a step to the left.## X = 7# Activates the effect of taking a step to the right.##==============================================================================# ■ Animações dos battlers em Colapso. #==============================================================================# Coloque as seguintes Tags na caixa de notas dos inimigos ou personagens.## <Motion Collapse = X>## X = 0# Ativa colapso na vertical.## X = 1 # Ativa o colapso na horizontal.## X = 2# Ativa o colapso em Zoom OUT.## X = 3# Ativa o colapso em Zoom IN.## X = 4# Ativa o colapso em Zoom IN e Zoom OUT.## X = 5# Ativa o colapso em Modo Boss.## X = 6# Não ativa colapso.(Do nothing)##==============================================================================# ■ Ativar animação de dano em condições maléficas.#==============================================================================# Coloque a seguinte Tag na caixa de notas de condições para ativar o efeito# de dano.## <Bad State>##==============================================================================module MOG_BATTLER_MOTION  #Ativar o efeito no aliados.  ENABLE_ACTOR_MOTION = false    #Ativar o efeito nos inimigos  ENABLE_ENEMY_MOTION = true    #Definição da velocidade do efeito de respirar.  BREATH_EFFECT_SPEED = 1  #Default 1    #Definição do limite de zoom do efeito de respirar.  BREATH_EFFECT_RANGE = [0.92, 1.00] #Default [0.92, 1.00]end#==============================================================================# ■ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBase     attr_accessor :motion_start   attr_accessor :motion_stand   attr_accessor :motion_action   attr_accessor :motion_damage   attr_accessor :motion_collapse     #--------------------------------------------------------------------------  # ● Initialize  #--------------------------------------------------------------------------          alias mog_motion_animation_initialize initialize   def initialize       mog_motion_animation_initialize       @motion_start = -1       @motion_stand = [-1,0]       @motion_action = [-1,0]       @motion_collapse = [7,0]       @motion_damage = [0,0]   end          #--------------------------------------------------------------------------  # ● Added New State  #--------------------------------------------------------------------------    alias mog_motion_animation_add_new_state add_new_state  def add_new_state(state_id)      mog_motion_animation_add_new_state(state_id)      self.motion_damage[0] = 1 if $data_states[state_id].note =~ /<Bad State>/  end      end#==============================================================================# ■ Game_Enemy#==============================================================================class Game_Enemy < Game_Battler     #--------------------------------------------------------------------------  # ● Initialize  #--------------------------------------------------------------------------  alias mog_motion_animation_enemy_initialize initialize  def initialize(index, enemy_id)      mog_motion_animation_enemy_initialize(index, enemy_id)      setup_motion_animation(enemy_id)  end    #--------------------------------------------------------------------------  # ● Setup Motion Animation  #--------------------------------------------------------------------------    def setup_motion_animation(enemy_id)      self.motion_stand[0] = $1.to_i if  enemy.note =~ /<Motion Standby = (\d+)>/i       self.motion_collapse[0] = $1.to_i if  enemy.note =~ /<Motion Collapse = (\d+)>/i       self.motion_start =  $1.to_i if  enemy.note =~ /<Motion Appear = (\d+)>/i   endend#==============================================================================# ■ Game Actor#==============================================================================class Game_Actor < Game_Battler  #--------------------------------------------------------------------------  # ● Setup  #--------------------------------------------------------------------------  alias mog_motion_animation_actor_setup setup  def setup(actor_id)      mog_motion_animation_actor_setup(actor_id)      self.motion_stand[0] = $1.to_i if  actor.note =~ /<Motion Standby = (\d+)>/i      self.motion_collapse[0] = $1.to_i if  actor.note =~ /<Motion Collapse = (\d+)>/i             self.motion_start =  $1.to_i if  actor.note =~ /<Motion Appear = (\d+)>/i    endend#==============================================================================# ■ Game_Battler#==============================================================================class Game_Battler < Game_BattlerBase    #--------------------------------------------------------------------------  # ● Execute Damage  #--------------------------------------------------------------------------    alias mog_battler_motion_execute_damage execute_damage  def execute_damage(user)      mog_battler_motion_execute_damage(user)      self.motion_damage[0] = 1 if @result.hp_damage > 0  end  end#==============================================================================# ■ Sprite Battler#==============================================================================class Sprite_Battler < Sprite_Base  #--------------------------------------------------------------------------  # ● Update Position  #--------------------------------------------------------------------------    alias mog_motion_animation_update_position update_position  def update_position      active_battler_motion       if @battler_motion_active         update_motion_animation         self.z = @battler.screen_z rescue nil         if $mog_rgss3_aura_effect != nil            update_aura         end         return      end            mog_motion_animation_update_position  end      #--------------------------------------------------------------------------  # ● Active Battler Motion  #--------------------------------------------------------------------------      def active_battler_motion      return if @motion_initial_base != nil or bitmap == nil      return if @battler == nil      return if !@battler.exist?      @motion_initial_base = true      @battler_motion_active = true if can_update_battler_motion?  end      #--------------------------------------------------------------------------  # ● Can Update Battler Motion  #--------------------------------------------------------------------------        def can_update_battler_motion?      return false if @battler == nil      return false if !@battler.use_sprite?      return false if @battler.screen_x == nil      return false if @battler.is_a?(Game_Actor) and !MOG_BATTLER_MOTION::ENABLE_ACTOR_MOTION      return false if @battler.is_a?(Game_Enemy) and !MOG_BATTLER_MOTION::ENABLE_ENEMY_MOTION      return true  end      #--------------------------------------------------------------------------  # ● Update Motion Animation  #--------------------------------------------------------------------------      def update_motion_animation      setup_initial_motion      execute_start_animation      return if @wait_motion_start       if can_execute_collapse?         execute_motion_collapse      else           execute_motion_damage         execute_motion_animation         execute_motion_action      end  end    #--------------------------------------------------------------------------  # ● Setup Initial Motion  #--------------------------------------------------------------------------        def setup_initial_motion      return if @motion_initial != nil      @motion_initial = true      @collapse_done = false      @motion_speed = 0      @start_speed = [0,0]      @battler.motion_collapse[1] = 0      self.x = @battler.screen_x rescue 0      self.y = @battler.screen_y rescue 0      self.z = battler.screen_z rescue 100      setup_motion_stand      @original_set = [self.x, self.y, self.zoom_x,self.zoom_y,self.mirror,self.angle,255]       setup_motion_start      setup_motion_damage                  setup_motion_action  end    #--------------------------------------------------------------------------  # ● Return Set  #--------------------------------------------------------------------------            def return_set(value)      self.x = value[0]      self.y = value[1]      self.zoom_x = value[2]      self.zoom_y = value[3]      self.mirror = value[4]      self.angle = value[5]      self.opacity = value[6]        end     #--------------------------------------------------------------------------  # ● setup_motion_start  #--------------------------------------------------------------------------              def setup_motion_start      @wait_motion_start = true      @scr_rect_speed = 1      case @battler.motion_start         when 0              self.x = 0 - (self.bitmap.width + rand(100))         when 1             self.y = 0 - (self.bitmap.height + rand(100))          when 2               self.angle = 360            self.x = 0 - self.bitmap.width         when 3               self.zoom_x = 1.5 + (rand(10) / 100.0)            self.zoom_y = self.zoom_x            self.opacity = 0         when 4            self.zoom_x = 0.2 + (rand(10) / 100.0)            self.zoom_y = self.zoom_x            self.opacity = 0         when 5               self.src_rect.y = -self.bitmap.height            @scr_rect_speed = self.bitmap.height / 40            @scr_rect_speed = 1 if @scr_rect_speed <= 0         else              @wait_motion_start = false      end     end      #--------------------------------------------------------------------------  # ● Setup Motion Damage  #--------------------------------------------------------------------------          def setup_motion_damage      @battler.motion_damage = [0,0]      @damage_pre_set = [self.x, self.y, self.zoom_x,self.zoom_y,self.mirror,self.angle,self.opacity]  end      #--------------------------------------------------------------------------  # ● Execute Start Animation  #--------------------------------------------------------------------------            def execute_start_animation      return if !@wait_motion_start      s_x = 1 + ((self.x - @original_set[0]).abs / (20 + @start_speed[0]))      s_y = 1 + ((self.y - @original_set[1]).abs / (20 + @start_speed[1]))            if self.x < @original_set[0]         self.x += s_x         self.x = @original_set[0] if self.x >= @original_set[0]      elsif self.x > @original_set[0]         self.x -= s_x         self.x = @original_set[0] if self.x <= @original_set[0]      end      if self.y < @original_set[1]         self.y += s_y         self.y = @original_set[1] if self.y > @original_set[1]      elsif self.y > @original_set[1]         self.y -= s_y         self.y = @original_set[1] if self.y < @original_set[1]      end      if self.zoom_x != @original_set[2]         if self.zoom_x > @original_set[2]            self.zoom_x -= 0.01            self.zoom_x = @original_set[2] if self.zoom_x < @original_set[2]         elsif self.zoom_x < @original_set[2]            self.zoom_x += 0.01            self.zoom_x = @original_set[2] if self.zoom_x > @original_set[2]         end                end        if self.zoom_y != @original_set[3]         if self.zoom_y > @original_set[3]            self.zoom_y -= 0.01            self.zoom_y = @original_set[3] if self.zoom_y < @original_set[3]         elsif self.zoom_y < @original_set[3]            self.zoom_y += 0.01            self.zoom_y = @original_set[3] if self.zoom_y > @original_set[3]         end                end              self.opacity += 10      if self.angle > 0         self.angle -= 5          self.angle = @original_set[5] if self.angle < @original_set[5]      end      if self.src_rect.y != 0         self.src_rect.y += @scr_rect_speed         self.src_rect.y = 0 if self.src_rect.y > 0      end      if sprite_original_set?           @wait_motion_start = false          self.src_rect.y = 0       end     end      #--------------------------------------------------------------------------  # ● Sprite original Set?  #--------------------------------------------------------------------------            def sprite_original_set?      return false if self.x != @original_set[0]      return false if self.y != @original_set[1]         return false if self.zoom_x != @original_set[2]      return false if self.zoom_y != @original_set[3]              return false if self.mirror != @original_set[4]      return false if self.angle != @original_set[5]      return false if self.opacity != @original_set[6]           return false if self.src_rect.y != 0            return true  end      #--------------------------------------------------------------------------  # ● Setup Initial Motion  #--------------------------------------------------------------------------          def execute_motion_damage      damage_refresh      update_motion_damage  end    #--------------------------------------------------------------------------  # ● Damage Refresh  #--------------------------------------------------------------------------            def damage_refresh      return if @battler.motion_damage[0] == 0      if @battler.motion_damage[1] == 0         @damage_pre_set = [self.x, self.y, self.zoom_x,self.zoom_y,self.mirror,self.angle,self.opacity]      end      @battler.motion_damage[0] = 0       @battler.motion_damage[1] = 45  end    #--------------------------------------------------------------------------  # ● Update Motion Damage  #--------------------------------------------------------------------------              def update_motion_damage      return if @battler.motion_damage[1] == 0      self.x = @damage_pre_set[0] + rand(@battler.motion_damage[1])      @battler.motion_damage[1] -= 1      if @battler.motion_damage[1] == 0          if $mog_rgss3_battle_hud != nil and @battler.is_a?(Game_Actor)            return_set(@original_set)          else              return_set(@damage_pre_set)         end         end    end      #--------------------------------------------------------------------------  # ● Setup Motion Stand  #--------------------------------------------------------------------------          def setup_motion_stand            @breath_range = [MOG_BATTLER_MOTION::BREATH_EFFECT_RANGE[0],                       MOG_BATTLER_MOTION::BREATH_EFFECT_RANGE[1],0,                       MOG_BATTLER_MOTION::BREATH_EFFECT_SPEED]      @float_range = [@battler.screen_y - 10, @battler.screen_y + 10]      @side_range = [@battler.screen_x - 10, @battler.screen_x + 10]      @battler.motion_stand[1] = 0      case @battler.motion_stand[0]         when 0             self.zoom_y = @breath_range[0] + (rand(10) / 100.0)             @battler.motion_stand[1] = rand(2)          when 1             self.y += 10 - rand(20)             @battler.motion_stand[1] = rand(2)         when 2             self.x += 10 - rand(20)             @battler.motion_stand[1] = rand(2)                   end  end      #--------------------------------------------------------------------------  # ● Execute Motion Animation  #--------------------------------------------------------------------------          def execute_motion_animation      return if @old_motion_action != -1      return if @battler.motion_damage[1] > 0      case @battler.motion_stand[0]         when 0             update_motion_breath         when 1               update_motion_float         when 2             update_motion_side      end          end      #--------------------------------------------------------------------------  # ● Update Motion Breath  #--------------------------------------------------------------------------            def update_motion_breath        @breath_range[2] += 1      return if @breath_range[2] < @breath_range[3]       @breath_range[2] = 0      case @battler.motion_stand[1]         when 0           self.zoom_y -= 0.002           if self.zoom_y <= @breath_range[0]              @battler.motion_stand[1] = 1              self.zoom_y = @breath_range[0]           end            when 1             self.zoom_y += 0.002           if self.zoom_y >= @breath_range[1]              @battler.motion_stand[1] = 0              self.zoom_y = @breath_range[1]           end         end  end      #--------------------------------------------------------------------------  # ● Update Motion Float  #--------------------------------------------------------------------------            def update_motion_float      @motion_speed += 1      return if @motion_speed < 5      @motion_speed = 0      case @battler.motion_stand[1]           when 0                self.y -= 1                if self.y < @float_range[0]                   self.y = @float_range[0]                   @battler.motion_stand[1] = 1                end              when 1                  self.y += 1                if self.y > @float_range[1]                   self.y = @float_range[1]                   @battler.motion_stand[1] = 0                end                        end  end        #--------------------------------------------------------------------------  # ● Update Motion Side  #--------------------------------------------------------------------------            def update_motion_side      @motion_speed += 1      return if @motion_speed < 5      @motion_speed = 0      case @battler.motion_stand[1]           when 0                self.x -= 1                if self.x < @side_range[0]                   self.x = @side_range[0]                   @battler.motion_stand[1] = 1                end              when 1                  self.x += 1                if self.x > @side_range[1]                   self.x = @side_range[1]                   @battler.motion_stand[1] = 0                end                        end  end       end#==============================================================================# ■ Game Action#==============================================================================class Game_Action    #--------------------------------------------------------------------------  # ● Prepare  #--------------------------------------------------------------------------                    alias mog_motion_action_prepare prepare  def prepare      mog_motion_action_prepare         set_motion_action  end      #--------------------------------------------------------------------------  # ● Set Motion Action  #--------------------------------------------------------------------------                      def set_motion_action      return if @item.object == nil or subject == nil            subject.motion_action[0] = $1.to_i if @item.object.note =~ /<Motion Action = (\d+)>/i   end  end#==============================================================================# ■ Sprite Battler#==============================================================================class Sprite_Battler < Sprite_Base    #--------------------------------------------------------------------------  # ● Setup Motion Action  #--------------------------------------------------------------------------          def setup_motion_action      @battler.motion_action = [-1,0]      @old_motion_action = @battler.motion_action[0]      @pre_set = [self.x, self.y, self.zoom_x,self.zoom_y,self.mirror,self.angle,self.opacity]  end    #--------------------------------------------------------------------------  # ● Refresh Action  #--------------------------------------------------------------------------            def refresh_action      return if @old_motion_action == @battler.motion_action[0]      if @old_motion_action == -1         @pre_set = [self.x, self.y, self.zoom_x,self.zoom_y,self.mirror,self.angle,self.opacity]      end      @battler.motion_action[1] = 0        return_set(@pre_set)       @old_motion_action = @battler.motion_action[0]      self.src_rect.y =  0  end      #--------------------------------------------------------------------------  # ● Execute Motion Action  #--------------------------------------------------------------------------              def execute_motion_action      return if @battler.motion_damage[1] > 0      refresh_action      update_motion_action  end      #--------------------------------------------------------------------------  # ● Update Motion Action  #--------------------------------------------------------------------------                def update_motion_action      return if @battler.motion_action[0] == -1      @battler.motion_action[1] += 1      case @battler.motion_action[0]           when -2              end_action           when 0              update_motion_zoom           when 1              update_motion_jump           when 2                update_motion_round_right           when 3              update_motion_round_left           when 4              update_motion_shake           when 5              update_motion_front           when 6                 update_motion_step_left           when 7              update_motion_step_right                    end   end    #--------------------------------------------------------------------------  # ● Update Motion Step Left  #--------------------------------------------------------------------------                    def update_motion_step_left      case @battler.motion_action[1]            when 1..20                self.x -= 2           when 21..40                  self.x += 2                      else           end_action      end          end      #--------------------------------------------------------------------------  # ● Update Motion Step Right  #--------------------------------------------------------------------------                    def update_motion_step_right      case @battler.motion_action[1]            when 1..20                self.x += 2           when 21..40                  self.x -= 2                      else        end_action         end     end        #--------------------------------------------------------------------------  # ● Update Motion Shake  #--------------------------------------------------------------------------                  def update_motion_shake            self.x = @pre_set[0] + rand(@battler.motion_action[1]) if can_update_motion_shake?      end_action if @battler.motion_action[1] > 40  end        #--------------------------------------------------------------------------  # ● Can Update Motion Shake?  #--------------------------------------------------------------------------                    def can_update_motion_shake?      if $mog_rgss3_battle_hud !=nil         return false if @battler.is_a?(Game_Actor) and MOG_BATTLE_HUD::BATTLER_FACE_ENABLE      end      return true    end      #--------------------------------------------------------------------------  # ● Update Motion Zoom  #--------------------------------------------------------------------------                  def update_motion_zoom      case @battler.motion_action[1]        when 1..20           self.zoom_x += 0.01           self.zoom_y += 0.01        when 21..40           self.zoom_x -= 0.01           self.zoom_y -= 0.01                  else          end_action         end  end    #--------------------------------------------------------------------------  # ● Update Motion Jump  #--------------------------------------------------------------------------                    def update_motion_jump      case @battler.motion_action[1]        when 1..20            self.y -= 9            self.zoom_x += 0.01            self.zoom_y += 0.01            self.mirror = true            self.angle += 9        when 21..40            self.y += 9            self.zoom_x -= 0.01            self.zoom_y -= 0.01                        self.mirror = false            self.angle += 9        else          self.angle = 0        end_action         end         end    #--------------------------------------------------------------------------  # ● Update Motion Front  #--------------------------------------------------------------------------                    def update_motion_front      case @battler.motion_action[1]        when 1..20            self.y += 3            self.zoom_x += 0.02            self.zoom_y += 0.02        when 21..40            self.y -= 3            self.zoom_x -= 0.02            self.zoom_y -= 0.02                    else          end_action         end         end     #--------------------------------------------------------------------------  # ● Update Motion Round Left  #--------------------------------------------------------------------------                      def update_motion_round_left      case @battler.motion_action[1]        when 1..15            self.y += 3            self.x -= 3            self.mirror = false        when 16..30            self.x += 6            self.mirror = true        when 31..45            self.y -= 3            self.x -= 3            self.mirror = false        else          end_action        end          end    #--------------------------------------------------------------------------  # ● Update Motion Round Right  #--------------------------------------------------------------------------                      def update_motion_round_right      case @battler.motion_action[1]        when 1..15            self.y += 3            self.x += 3            self.mirror = true                    when 16..30            self.x -= 6             self.mirror = false        when 31..45            self.y -= 3            self.x += 3            self.mirror = true        else          end_action          end      end      #--------------------------------------------------------------------------  # ● End Action  #--------------------------------------------------------------------------                        def end_action      if $mog_rgss3_battle_hud != nil and @battler.is_a?(Game_Actor)         return_set(@original_set)      else           return_set(@pre_set)        end      @battler.motion_action = [-1,0]  end    end#==============================================================================# ■ Sprite Battler#==============================================================================class Sprite_Battler < Sprite_Base  #--------------------------------------------------------------------------  # ● Update Blink  #--------------------------------------------------------------------------        alias mog_motion_animation_update_blink update_blink  def update_blink      return if @battler.dead?      mog_motion_animation_update_blink  end    #--------------------------------------------------------------------------  # ● Update Collapse  #--------------------------------------------------------------------------  def update_collapse      end    #--------------------------------------------------------------------------  # ● Execute Motion Collapse  #--------------------------------------------------------------------------      def execute_motion_collapse      collapse_end if self.opacity == 0      @battler.motion_collapse[1] += 1            case @battler.motion_collapse[0]           when 0;     update_collapse_vertical           when 1;     update_collapse_horizontal           when 2;     update_collapse_zoom_out           when 3;     update_collapse_zoom_in           when 4;     update_collapse_zoom_in_out           when 5;     update_collapse_boss_2           when 6;     update_collpase_do_nothing           else ;      update_collapse_normal      end          end   #--------------------------------------------------------------------------  # ● Can Execute Collapse  #--------------------------------------------------------------------------        def can_execute_collapse?      return false if !@battler.dead?      return false if @collapse_done      return true  end    #--------------------------------------------------------------------------  # ● Update Collapse Vertical  #--------------------------------------------------------------------------          def update_collapse_vertical      self.zoom_y += 0.1      self.zoom_x -= 0.02               self.opacity -= 3      end    #--------------------------------------------------------------------------  # ● Update Collapse Horizontal  #--------------------------------------------------------------------------            def update_collapse_horizontal      self.zoom_x += 0.1      self.zoom_y -= 0.02            self.opacity -= 3        end       #--------------------------------------------------------------------------  # ● Update Collapse Zoom Out  #--------------------------------------------------------------------------              def update_collapse_zoom_out           self.zoom_x += 0.02      self.zoom_y += 0.02           self.opacity -= 4     end        #--------------------------------------------------------------------------  # ● Update Collapse Zoom IN  #--------------------------------------------------------------------------                def update_collapse_zoom_in      self.zoom_x -= 0.01      self.zoom_y -= 0.01            self.opacity -= 4              end    #--------------------------------------------------------------------------  # ● Update Collapse Zoom IN OUT  #--------------------------------------------------------------------------                  def update_collapse_zoom_in_out      case @battler.motion_collapse[1]           when 0..30                self.zoom_x += 0.1                self.zoom_y -= 0.02                self.opacity -= 2           else                  self.zoom_y += 0.5                self.zoom_x -= 0.2                self.opacity -= 10      end         end       #--------------------------------------------------------------------------  # ● Update Collapse Boss 2  #--------------------------------------------------------------------------                    def update_collapse_boss_2      self.x = @original_set[0] + rand(10)       self.src_rect.y -= 1      self.opacity = 0 if self.src_rect.y < -self.bitmap.height   end        #--------------------------------------------------------------------------  # ● Update Collapse do nothing  #--------------------------------------------------------------------------                      def update_collpase_do_nothing      end      #--------------------------------------------------------------------------  # ● Update Collapse Normal  #--------------------------------------------------------------------------                      def update_collapse_normal      self.opacity -= 3      self.blend_type = 1  end      #--------------------------------------------------------------------------  # ● Collapse End  #--------------------------------------------------------------------------        def collapse_end      @collapse_done = true      return_set(@original_set)       self.src_rect.y = -self.bitmap.height unless @battler.motion_collapse[0] == 6  end    #--------------------------------------------------------------------------  # ● Revert to Normal  #--------------------------------------------------------------------------          alias mog_battler_motion_revert_to_normal revert_to_normal  def revert_to_normal      if @collapse_done         @collapse_done = false         return_set(@original_set)       end      mog_battler_motion_revert_to_normal   end    end$mog_rgss3_battler_motion = trueend
     
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  2. Ech0es

    Ech0es Moon Veteran

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