Mog_CollapseEffects - How to speed up animation?

Morpheus

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I'm using this script which allows an animation to play when the enemies die, in this case, I am using the shatter effect where they disappear like Thanos snapping his fingers.

The problem is the animation is like, 3-5 seconds long every time an enemy dies. Is there a part in the script where I can change it to simply speed up the animation?
 

ShadowDragon

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if you check the master dmg and go to the shatter effect, you can see how to do them
in how many frames.

I dont know if you can use those setting inside the battle.

in case this is hardcoded in the plugin (and no params) you can adjust the speed in
the plugin itself. (this will also effect how you do the plugin commands outside battle.
 

minnty200

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Are you using effect "0" or effect "1" for collapse effect?
 

minnty200

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Theres a part in the script you can modify to change the speed of the "Shattered Pixels" In this part of the code....

Code:
//==============================
// * setup Coll Shatter Point
//==============================
Sprite_Battler.prototype.setupColShatterPoint = function() {     
     this._spriteCol = [];
     this._shatterDCol = String(Moghunter.collShatterDirection) == "Left" ? 0 : 1;
     var w = this.isEnemyP() ? this.bitmap.width / 4 : this.width;
     var fz = 32;
     var x2 = this.isEnemyP() ?  w * 3 : 0;
     var frag_size = Math.floor((this.height + w) / 40);
     var xi = Math.floor(-w / 2) + Math.floor(frag_size / 2);
     var yi = Math.floor(-this.height + frag_size);
     var f = 0
     for (var i = 0; i >= 0; i++) {
         this._spriteCol[i] = new Sprite(this.bitmap);
         this.setColSpritePar(this._spriteCol[i]);
         this._spriteCol[i].sx = (Math.random() * 0.5) + 1
         this._spriteCol[i].op = (Math.random() * 2) + 2.5;
         var x = Math.floor(i % fz) * frag_size
         var y = Math.floor(i / fz) * frag_size;
         this._spriteCol[i].x = xi + x;
         this._spriteCol[i].y = yi + y;
         this._spriteCol[i].setFrame(x + x2,y,frag_size,frag_size);
         this.addChild(this._spriteCol[i]);
         if (this._spriteCol[i].y > 0) {break};     
     };
};
The line: this._spriteCol.sx = (Math.random() * 0.5) + 1 is essentially the speed of which the pixels move at(I guess?) You can change the orange value to a greater number to the speed you wish. For example this._spriteCol.sx = (Math.random() * 4) + 1 would produce a much movement effect.
 

Morpheus

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Theres a part in the script you can modify to change the speed of the "Shattered Pixels" In this part of the code....

Code:
//==============================
// * setup Coll Shatter Point
//==============================
Sprite_Battler.prototype.setupColShatterPoint = function() {    
     this._spriteCol = [];
     this._shatterDCol = String(Moghunter.collShatterDirection) == "Left" ? 0 : 1;
     var w = this.isEnemyP() ? this.bitmap.width / 4 : this.width;
     var fz = 32;
     var x2 = this.isEnemyP() ?  w * 3 : 0;
     var frag_size = Math.floor((this.height + w) / 40);
     var xi = Math.floor(-w / 2) + Math.floor(frag_size / 2);
     var yi = Math.floor(-this.height + frag_size);
     var f = 0
     for (var i = 0; i >= 0; i++) {
         this._spriteCol[i] = new Sprite(this.bitmap);
         this.setColSpritePar(this._spriteCol[i]);
         this._spriteCol[i].sx = (Math.random() * 0.5) + 1
         this._spriteCol[i].op = (Math.random() * 2) + 2.5;
         var x = Math.floor(i % fz) * frag_size
         var y = Math.floor(i / fz) * frag_size;
         this._spriteCol[i].x = xi + x;
         this._spriteCol[i].y = yi + y;
         this._spriteCol[i].setFrame(x + x2,y,frag_size,frag_size);
         this.addChild(this._spriteCol[i]);
         if (this._spriteCol[i].y > 0) {break};    
     };
};
The line: this._spriteCol.sx = (Math.random() * 0.5) + 1 is essentially the speed of which the pixels move at(I guess?) You can change the orange value to a greater number to the speed you wish. For example this._spriteCol.sx = (Math.random() * 4) + 1 would produce a much movement effect.
Well it certainly makes the pixels go faster but now there's about a 2 second pause of nothing happening after the monster is dead :/
 

minnty200

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There's a line "somewhere" in the script that says (I think) this._effectDuration = 400 I think you can play with that number to tone down the duration/wait time , it might mess up the other collapse effect though if they take up 400 framez. (Also im on my phone so i can't really reference the script right now!) X_X
 

Morpheus

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There's a line "somewhere" in the script that says (I think) this._effectDuration = 400 I think you can play with that number to tone down the duration/wait time , it might mess up the other collapse effect though if they take up 400 framez. (Also im on my phone so i can't really reference the script right now!) X_X
Yes, I already tried that and If I change it to say, 200, then it just freezes the animation halfway and I'm left with the monster graphic only have disappeared
 

minnty200

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Yes, I already tried that and If I change it to say, 200, then it just freezes the animation halfway and I'm left with the monster graphic only have disappeared
Darn... I really thought the combination of both tweaking the duration and speed of the pixels would solve it! :(
 

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