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"Ultimate Attack" aka "Music Fadeout Skill" [XP]
#1
Back when Save-Point was still RMVXP we had a discussion about a script that would let you use a "Ultimate Attack" as in the music would fade away before the real skill hits.
Various suggestions have been made about setting this up in an evented system rather then a script since later was not easy to do but no working solution could be found. Back then I was really hoping for a result.

Now I know more about the RPG Maker XP in generall, I came up with an idea a while back. After testing and confirming that it worked I sat down and made a Demo about it. It took me a while since I paused halfway trough for a few days, but now I'm done. Since I figgured some people would still be interested in this system I now share this Demo with you =)
It includes three diffrent setups, but basiclaly only uses one system that can be modified to the liking of the user.
Have fun with it Winking


I apologize for adding story elements once again but practice never hurts, right? ^^ And maybe that will give some of you ideas as well =)
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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#2
Cool demo, it's a shame one of my characters died (1-hit-KO) and I couldn't use her skill. >.<
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#3
oô Couldn't you revive her? I've extra added a bunch of items to the inventory so that wouldn't happen XD
But good to know that someone approves this to a certain degree ^^
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
Reply }
#4
Very well constructed demo. A+ work. It even motivated me. As for the music fade, I find it very useful. Ultimate attacks are very common in my project. You just made them more ultimate. Don't be sorry. I loved the story element! It felt like I was in class :).
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#5
I have a few suggestions for improvements:
1) Fade the volume down to 0 rather than turning it off. This will mean you don't go back to the beginning of the music each time.
2) Create/add a second piece of music but as a special effect or something so you can play it while the BGM is muted.
Reply }
#6
@Hybrida: Thank you =D Glad to hear you find this usefull. ^^

@MetalRenard: I am a bit confused about your first suggestion. I did let the music fade away, but when you restore it it will allways start at the beginning of the song.
Or do you mean something like:
Change Battle BGM: '001-Battle01', 90, 100
Wait: 10 Frame(s)
Change Battle BGM: '001-Battle01', 80, 100
Wait: 10 Frame(s)
etc.?
If so, how is this supposed to work? If you have more then one battle BGM it will allready throw the system of.
...Well, I suppose you could add a switch to each Battle BGM you're using and check with a conditional branch for it, then set up one fading-setting per song...Sounds like it'll be more work then it should tough. People who use a diffrent song for each boss will quickly run into an endless string of conditional branches here XD'
As for the second idea: sure, that can be done =) The point of my system was the silence tough but of course it is possible to play some other 'epic' music or that attack.
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
Reply }
#7
No, you didn't understand. ^^
No conditional branches needed. You literally turn the volume down to 0 rather than 'fading out to a stop'. This way the music is still playing but you can't hear it. That means that the song doesn't start over each time which, in my case, would be a horrible pain in the arse. :)
Reply }
#8
I did understand that but then please show me an event that will do this. I can't think of a way how this is supposed to work other then what I was describing above and that would require many switches and conditional branches.
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
Reply }
#9
If I remember correctly, RPG Maker can change the volume of a BGM without starting it from scratch...

Oh wait a moment... That's RPG Maker 2003. Doesn't XP do that? >.<
Reply }
#10
Not the way you mean. If you're talking about what I think you're talking about, then I belive the VX has that again since that is more similar to the earlier ones. To my knowledge among the PC versions the XP is the one that differs most of the others.
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
Reply }


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