RPG Maker MV

RPG Maker MV

Flash picture upon death help (solved)
Hey, I been wanting to simply have an image flash on screen and fade out upon a character death. I got it to work for a single use, due to the Troop option for running events set to 'battle' (having it run once per battle) but it does what it says on the tin, so the flash won't happen if they're revived and killed again in the same battle. The other options repeat the flash every turn or just have it go on a loop. The alternative is to have the character portraits change upon death, but it makes a permanent change that can't be fixed till the battle ends.

Is there a work around for this that doesn't use plugins or scripting? If a plugin is indeed required, can someone point me in the right direction? I've had a dig around and not found anything.

Thanks in advance!
Last edited by Dubz, real Flimbo Boy; Apr 20, 2017 @ 6:59pm
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Showing 1-6 of 6 comments
Caethyril Apr 20, 2017 @ 12:24pm 
You could have a switch per actor, then have the battle event check whether the actor is dead and their death switch is not on, and if so turn on the switch and flash the screen. Then you'd need another event page checking for their revival so you can reset the switch...

But MV supports plugins for a reason. They make stuff such as this so much easier. xP

I'd recommend using Yanfly's Buffs & States Core plugin[yanfly.moe]. Amongst other things, it lets you use notetags to define custom Apply Effects to states, i.e. things that happen when the state is applied. =)

The following Buffs & States notetag, placed in the death state's notebox, makes animation #120 display on an actor when they die. You could easily change this to a different animation (e.g. one that just flashes an image on the screen) just by changing the number.
<Custom Apply Effect> if (target.isActor()) { target.startAnimation(120); }; </Custom Apply Effect>
Last edited by Caethyril; Apr 20, 2017 @ 12:36pm
oooh, many thanks man! I'll give it a go when I'm less frazzled.
Originally posted by Caethyril:
You could have a switch per actor, then have the battle event check whether the actor is dead and their death switch is not on, and if so turn on the switch and flash the screen. Then you'd need another event page checking for their revival so you can reset the switch...

But MV supports plugins for a reason. They make stuff such as this so much easier. xP

I'd recommend using Yanfly's Buffs & States Core plugin[yanfly.moe]. Amongst other things, it lets you use notetags to define custom Apply Effects to states, i.e. things that happen when the state is applied. =)

The following Buffs & States notetag, placed in the death state's notebox, makes animation #120 display on an actor when they die. You could easily change this to a different animation (e.g. one that just flashes an image on the screen) just by changing the number.
<Custom Apply Effect> if (target.isActor()) { target.startAnimation(120); }; </Custom Apply Effect>

Works pretty good man. Not 100% what I was looking for, but definitely a really good jumping off point. Many thanks!
Marquise* Apr 20, 2017 @ 6:29pm 
I was thinking a pretty fast anim from the normal system that is used in battle but just triggered and timed briefly upon death. I thought it would maybe be scriptless. But neat trick!
Well, what I've done is a similar style of battle screen to Lisa, where it's front view, but I use the attack animations to simulate the character jumping on screen and punching the enemy. I wanted to give a more visceral and obvious "y'all got screwed" sensation to death, so using the above formula, I made the screen flash red and a big skull and crossbones appear over the actor's portrait and fade out.

However, I have a new conundrum, and I'm wondering if I can use the formula above to fix it.

Right now I'm trying to make it so I have the enemy take damage at a specific frame in the animation, so when one character punches an enemy, the enemy takes the damage and the number and pain animations fire off, and the original attack animation finishes with the character running off screen.

I'm thinking maybe I can create two seperate animations and somehow link them together so the second animation fires off the moment when the enemy is hurt. Not sure where to start...
Caethyril Apr 21, 2017 @ 12:31am 
Originally posted by Mightydubz:
Well, what I've done is a similar style of battle screen to Lisa, where it's front view
Didn't think of that, was using side-view to test this. Glad that it seems to have worked regardless. =P
Right now I'm trying to make it so I have the enemy take damage at a specific frame in the animation, so when one character punches an enemy, the enemy takes the damage and the number and pain animations fire off, and the original attack animation finishes with the character running off screen.
Sounds nice, but I'm not sure where I'd start in the default engine...fortunately, though, you had a great idea! ^_^
I'm thinking maybe I can create two seperate animations and somehow link them together so the second animation fires off the moment when the enemy is hurt. Not sure where to start...
Tested this and it works great! The downside is you'll need a state per hit animation that you're using. Set the skill itself to have the leading animation, if any (it'll wait for this before dealing damage/states), and use the skill's Effects box to make it add a state to the target. In that state's notebox, add the following:
<Custom Apply Effect> target.startAnimation(42); target.removeState(20); </Custom Apply Effect>
  • The timing fits: damage & states are applied (pretty much) at the same time.
  • Line 1 says "play animation #42" (change the number as appropriate), and
  • Line 2 says "remove state #20" (change this number so the state removes itself).
Last edited by Caethyril; Apr 21, 2017 @ 12:37am
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Date Posted: Apr 20, 2017 @ 8:43am
Posts: 6