How to make bosses die in a turning red & sinking animation

KingChris825

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Hello. I'm VERY new to creating my own games. I use RPG Maker VX, not VX Ace. Can someone help me with making a boss die in the same way that Shrink 'High bosses do? I love that effect & I want to add it to my game. I've been looking for ways on how to do it, but when I search on Google "How to add boss death animation for RPG Maker VX, I only get results for how to do it in VX Ace. So, can someone help me out? I struggle with figuring out complicated stuff.

Edit: I forgot to mention how I got RPG Maker VX. One of my cousins bought it for me & gifted it to me for my Birthday this year on the 25th of August.
 
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Ms Littlefish

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I have moved this thread from RPG Maker VX Tutorials to RPG Maker VX Support.
 

Ms Littlefish

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Nothing to be sorry for! There’s a lot of sections to choose from. Welcome to the forums, by the way!
 

Vladar458

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Hello. I'm VERY new to creating my own games. I use RPG Maker VX, not VX Ace. Can someone help me with making a boss die in the same way that Shrink 'High bosses do? I love that effect & I want to add it to my game. I've been looking for ways on how to do it, but when I search on Google "How to add boss death animation for RPG Maker VX, I only get results for how to do it in VX Ace. So, can someone help me out? I struggle with figuring out complicated stuff.
I honestly would recommend using MV or MZ because they are more modern and better in general. If you don´t want to use them, i would recommend you using Ace over VX, is literally an enhanced version of VX. I used Ace for some time, but i didn´t make something like that. Good luck finding help.
 

Ms Littlefish

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You know, some people do have their reasons for using a particular engine even if it isn’t the newest or most popular one.

OP might not yet be ready or even looking to pick up a new maker right now.
 

Vladar458

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You know, some people do have their reasons for using a particular engine even if it isn’t the newest or most popular one.

OP might not yet be ready or even looking to pick up a new maker right now.
That is true. Ace is an enhanced version of VX, so a lot of options should be similar, right? If he find a tutorial about how to do it in Ace, that would work in VX too?
 

Ms Littlefish

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I’m thinking it would at minimum probably be a decent starting point. You said you had found some VXAce ones, @KingChris825 ? Which ones were you referencing?
 

kyonides

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A custom script would be needed for sure. The reason isn't obvious for the average user. You see, to make a picture or sprite disappear by being elevated to the upper limit of the screen or to simulate that the earth is swallowing the character up, you'd need to cross the upper or lower limit of that viewport.

What I mean by viewport is the visible area that will be drawn on screen at any given time. All scenes badly need one at least. The battle script also has a couple of them, yet, the bottom of the battle area, excluding the status window, might be too low for making any enemy disappear from the screen the way you want it to happen. Thus, a brand new script would be needed for it. This one would change the oy property of an image, namely the vertical starting point for displaying it on screen. It should be lowered till the character can't be seen anymore.

There's a catch here, that might not be good enough to make it disappear. I'd have to test it myself to see if that's all we need to do OR if there's a chance the any given enemy would need to get a custom viewport of its own. (Probably needed at the end of the day...)
 

KingChris825

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I’m thinking it would at minimum probably be a decent starting point. You said you had found some VXAce ones, @KingChris825 ? Which ones were you referencing?
I can't remember to be honest. Sorry, I just woke up.

A custom script would be needed for sure. The reason isn't obvious for the average user. You see, to make a picture or sprite disappear by being elevated to the upper limit of the screen or to simulate that the earth is swallowing the character up, you'd need to cross the upper or lower limit of that viewport.

What I mean by viewport is the visible area that will be drawn on screen at any given time. All scenes badly need one at least. The battle script also has a couple of them, yet, the bottom of the battle area, excluding the status window, might be too low for making any enemy disappear from the screen the way you want it to happen. Thus, a brand new script would be needed for it. This one would change the oy property of an image, namely the vertical starting point for displaying it on screen. It should be lowered till the character can't be seen anymore.

There's a catch here, that might not be good enough to make it disappear. I'd have to test it myself to see if that's all we need to do OR if there's a chance the any given enemy would need to get a custom viewport of its own. (Probably needed at the end of the day...)
Can you send me a custom script for that? I don't know how to make scripts.
 

Opozorilo

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Should we assume you're using the standard battle system? If either that or Tankentai Sideview Battle System, I THINK I might have a script for you somewhere (not made by me) that allows you to assign Common Events to specific enemies' death animations. That plus some creativity can get you relatively close to what you might want. Also, I know that with Tankentai Sideview Battle System you could do a whole lot through action sequences, but not completely sure about standard.

In any case, when I get home I'll see if I can find the script I mentioned and I'll edit it into this message.

Good day!
 

KingChris825

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Should we assume you're using the standard battle system? If either that or Tankentai Sideview Battle System, I THINK I might have a script for you somewhere (not made by me) that allows you to assign Common Events to specific enemies' death animations. That plus some creativity can get you relatively close to what you might want. Also, I know that with Tankentai Sideview Battle System you could do a whole lot through action sequences, but not completely sure about standard.

In any case, when I get home I'll see if I can find the script I mentioned and I'll edit it into this message.

Good day!
Thank you Opozorillo

@Ms Littlefish How do I edit an enemy's traits in VX
 

Opozorilo

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This is Shanghai's Death Common Event script:
Ruby:
#===============================================================================
#
# Shanghai Simple Script - Death Common Events
# Last Date Updated: 2010.06.16
# Level: Normal
#
# This script causes certain actors and enemies to trigger common events when
# they die in battle. Although this could be evented, there's a lot of messy
# condition work involved with battle event pages, which is why I created this
# script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# <death event: x>
# This is for enemies. Makes common event x run when the enemy dies.
#===============================================================================

$imported = {} if $imported == nil
$imported["DeathCommonEvents"] = true

module SSS
  # This has sets the common events that run when specific actors die. If it
  # isn't present, then no common event will run.
  ACTOR_DEATH_EVENTS ={
  # Actor => Common Event ID
=begin
        1 => 15,
        2 => 16,
        3 => 17,
        4 => 18,
=end
} # Remove this and perish.
 
  # This has sets the common events that run when specific classes die. If it
  # isn't present, then no common event will run.
  CLASS_DEATH_EVENTS ={
=begin
  # Class => Common Event ID
        1 => 19,
        2 => 20,
        3 => 21,
        4 => 22,
=end
  } # Remove this and perish.
end

#==============================================================================
# RPG::Enemy
#==============================================================================

class RPG::Enemy
  #--------------------------------------------------------------------------
  # * Death Event
  #--------------------------------------------------------------------------
  def death_event
    return @death_event if @death_event != nil
    @death_event = 0
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:DEATH_EVENT|death event):[ ](\d+)>/i
        @death_event = $1.to_i
      end
    }
    return @death_event
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_actor_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_actor_sss_death_events
    if $game_temp.in_battle and dead?
      if SSS::ACTOR_DEATH_EVENTS.include?(@actor_id)
        $death_events.push(SSS::ACTOR_DEATH_EVENTS[@actor_id])
      elsif SSS::CLASS_DEATH_EVENTS.include?(@class_id)
        $death_events.push(SSS::CLASS_DEATH_EVENTS[@class_id])
      end
    end
  end
end

#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_enemy_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_enemy_sss_death_events
    if $game_temp.in_battle and dead?
      $death_events.push(enemy.death_event) if enemy.death_event > 0
    end
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias main_sss_death_events main unless $@
  def main
    $death_events = []
    main_sss_death_events
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Execute Battle Actions
  #--------------------------------------------------------------------------
  alias execute_action_sss_death_events execute_action unless $@
  def execute_action
    execute_action_sss_death_events
    run_death_common_events
  end
  #--------------------------------------------------------------------------
  # * Run Death Common Events
  #--------------------------------------------------------------------------
  def run_death_common_events
    for common_event_id in $death_events
      next if $data_common_events[common_event_id].nil?
      $game_temp.common_event_id = common_event_id
      process_battle_event
    end
    $death_events = []
  end
  #--------------------------------------------------------------------------
  # * End Battle
  #--------------------------------------------------------------------------
  alias battle_end_sss_death_events battle_end unless $@
  def battle_end(result)
    $death_events = []
    battle_end_sss_death_events(result)
  end
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================

This lets you use eventing commands to customize enemies' deaths. Off the top of my head, you can use this for flashes, animations, etc., but I'm unsure about enemies' movement, as you're not able to move enemy battlers through eventing. You can force a skill use on their side and make that skill do the work, but I don't know how to manipulate action sequences in the standard Battle System.

It's not exactly what you're asking for, but give it a go in the meantime and see if you can event something to your liking :)
 
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KingChris825

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This is Shanghai's Death Common Event script:
Ruby:
#===============================================================================
#
# Shanghai Simple Script - Death Common Events
# Last Date Updated: 2010.06.16
# Level: Normal
#
# This script causes certain actors and enemies to trigger common events when
# they die in battle. Although this could be evented, there's a lot of messy
# condition work involved with battle event pages, which is why I created this
# script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# <death event: x>
# This is for enemies. Makes common event x run when the enemy dies.
#===============================================================================

$imported = {} if $imported == nil
$imported["DeathCommonEvents"] = true

module SSS
  # This has sets the common events that run when specific actors die. If it
  # isn't present, then no common event will run.
  ACTOR_DEATH_EVENTS ={
  # Actor => Common Event ID
=begin
        1 => 15,
        2 => 16,
        3 => 17,
        4 => 18,
=end
} # Remove this and perish.
 
  # This has sets the common events that run when specific classes die. If it
  # isn't present, then no common event will run.
  CLASS_DEATH_EVENTS ={
=begin
  # Class => Common Event ID
        1 => 19,
        2 => 20,
        3 => 21,
        4 => 22,
=end
  } # Remove this and perish.
end

#==============================================================================
# RPG::Enemy
#==============================================================================

class RPG::Enemy
  #--------------------------------------------------------------------------
  # * Death Event
  #--------------------------------------------------------------------------
  def death_event
    return @death_event if @death_event != nil
    @death_event = 0
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:DEATH_EVENT|death event):[ ](\d+)>/i
        @death_event = $1.to_i
      end
    }
    return @death_event
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_actor_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_actor_sss_death_events
    if $game_temp.in_battle and dead?
      if SSS::ACTOR_DEATH_EVENTS.include?(@actor_id)
        $death_events.push(SSS::ACTOR_DEATH_EVENTS[@actor_id])
      elsif SSS::CLASS_DEATH_EVENTS.include?(@class_id)
        $death_events.push(SSS::CLASS_DEATH_EVENTS[@class_id])
      end
    end
  end
end

#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_enemy_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_enemy_sss_death_events
    if $game_temp.in_battle and dead?
      $death_events.push(enemy.death_event) if enemy.death_event > 0
    end
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias main_sss_death_events main unless $@
  def main
    $death_events = []
    main_sss_death_events
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Execute Battle Actions
  #--------------------------------------------------------------------------
  alias execute_action_sss_death_events execute_action unless $@
  def execute_action
    execute_action_sss_death_events
    run_death_common_events
  end
  #--------------------------------------------------------------------------
  # * Run Death Common Events
  #--------------------------------------------------------------------------
  def run_death_common_events
    for common_event_id in $death_events
      next if $data_common_events[common_event_id].nil?
      $game_temp.common_event_id = common_event_id
      process_battle_event
    end
    $death_events = []
  end
  #--------------------------------------------------------------------------
  # * End Battle
  #--------------------------------------------------------------------------
  alias battle_end_sss_death_events battle_end unless $@
  def battle_end(result)
    $death_events = []
    battle_end_sss_death_events(result)
  end
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================

This lets you use eventing commands to customize enemies' deaths. Off the top of my head, you can use this for flashes, animations, etc., but I'm unsure about enemies' movement, as you're not able to move enemy battlers through eventing. You can force a skill use on their side and make that skill do the work, but I don't know how to manipulate action sequences in the standard Battle System.

It's not exactly what you're asking for, but give it a go in the meantime and see if you can event something to your liking :)
Thank you
 

KingChris825

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This is Shanghai's Death Common Event script:
Ruby:
#===============================================================================
#
# Shanghai Simple Script - Death Common Events
# Last Date Updated: 2010.06.16
# Level: Normal
#
# This script causes certain actors and enemies to trigger common events when
# they die in battle. Although this could be evented, there's a lot of messy
# condition work involved with battle event pages, which is why I created this
# script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# <death event: x>
# This is for enemies. Makes common event x run when the enemy dies.
#===============================================================================

$imported = {} if $imported == nil
$imported["DeathCommonEvents"] = true

module SSS
  # This has sets the common events that run when specific actors die. If it
  # isn't present, then no common event will run.
  ACTOR_DEATH_EVENTS ={
  # Actor => Common Event ID
=begin
        1 => 15,
        2 => 16,
        3 => 17,
        4 => 18,
=end
} # Remove this and perish.
 
  # This has sets the common events that run when specific classes die. If it
  # isn't present, then no common event will run.
  CLASS_DEATH_EVENTS ={
=begin
  # Class => Common Event ID
        1 => 19,
        2 => 20,
        3 => 21,
        4 => 22,
=end
  } # Remove this and perish.
end

#==============================================================================
# RPG::Enemy
#==============================================================================

class RPG::Enemy
  #--------------------------------------------------------------------------
  # * Death Event
  #--------------------------------------------------------------------------
  def death_event
    return @death_event if @death_event != nil
    @death_event = 0
    self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<(?:DEATH_EVENT|death event):[ ](\d+)>/i
        @death_event = $1.to_i
      end
    }
    return @death_event
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_actor_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_actor_sss_death_events
    if $game_temp.in_battle and dead?
      if SSS::ACTOR_DEATH_EVENTS.include?(@actor_id)
        $death_events.push(SSS::ACTOR_DEATH_EVENTS[@actor_id])
      elsif SSS::CLASS_DEATH_EVENTS.include?(@class_id)
        $death_events.push(SSS::CLASS_DEATH_EVENTS[@class_id])
      end
    end
  end
end

#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Perform Collapse
  #--------------------------------------------------------------------------
  alias perform_collapse_enemy_sss_death_events perform_collapse unless $@
  def perform_collapse
    perform_collapse_enemy_sss_death_events
    if $game_temp.in_battle and dead?
      $death_events.push(enemy.death_event) if enemy.death_event > 0
    end
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias main_sss_death_events main unless $@
  def main
    $death_events = []
    main_sss_death_events
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Execute Battle Actions
  #--------------------------------------------------------------------------
  alias execute_action_sss_death_events execute_action unless $@
  def execute_action
    execute_action_sss_death_events
    run_death_common_events
  end
  #--------------------------------------------------------------------------
  # * Run Death Common Events
  #--------------------------------------------------------------------------
  def run_death_common_events
    for common_event_id in $death_events
      next if $data_common_events[common_event_id].nil?
      $game_temp.common_event_id = common_event_id
      process_battle_event
    end
    $death_events = []
  end
  #--------------------------------------------------------------------------
  # * End Battle
  #--------------------------------------------------------------------------
  alias battle_end_sss_death_events battle_end unless $@
  def battle_end(result)
    $death_events = []
    battle_end_sss_death_events(result)
  end
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================

This lets you use eventing commands to customize enemies' deaths. Off the top of my head, you can use this for flashes, animations, etc., but I'm unsure about enemies' movement, as you're not able to move enemy battlers through eventing. You can force a skill use on their side and make that skill do the work, but I don't know how to manipulate action sequences in the standard Battle System.

It's not exactly what you're asking for, but give it a go in the meantime and see if you can event something to your liking :)
How do I put a script into a game? I don't know how scripts work. Do you have Discord by any chance?
 

ATT_Turan

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Have you looked it up? I Googled "rpg maker vx install script" and there are YouTube tutorial videos.

Also, I can't speak specifically for VX because I don't own it, but in VX Ace there's a section in the instructions about the script editor.
 

kyonides

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Press F11 and it will open the famous script editor. To the left hand side you will see many slots, similar to the ones used in the database but without numbers. To the other side you'll find either a blank space or several lines of code. If it's blank, you can paste a brand new script or script modification there.
 

KingChris825

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Oh, okay. Thank you ATT_Turan & kyonides for the advice. I'll try it.
 

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