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Theolized Sideview Battle System Enemy Defeat Animations

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Theolized Sideview Battle System Enemy Defeat Animations
  • Original author: Darkness Void
  • Original date: May 14, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/theolized-sideview-battle-system-enemy-defeat-animations.157499/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

I want to give the enemies in my game their own animations for being defeated rather than just simply fading away. With Theolized Sideview Battle System, the characters can have a 3 frame defeat animation. I've found that I can extend these animations by making a new sheet. By default his script has everything scripted for three sheets, but I can add more sheets as long a I can script the frames and stuff myself. The thing with the death/defeat sequence, it's setup in a way that I can't really...

Archived First Post

I want to give the enemies in my game their own animations for being defeated rather than just simply fading away. With Theolized Sideview Battle System, the characters can have a 3 frame defeat animation. I've found that I can extend these animations by making a new sheet. By default his script has everything scripted for three sheets, but I can add more sheets as long a I can script the frames and stuff myself.

The thing with the death/defeat sequence, it's setup in a way that I can't really mess with. For example, in the Kaduki Move Addons patch, I can make a custom sequence easily for just one character. If I add it to be used for another character, they'll just repeat the same frames listed in the patch even if the frames are different.

K-Aim, a sequence I made for an enemy to aim before attacking, uses 2 frames of him moving his arm on sheet_3. If I add K-Aim in another character's script, they don't have those frames to move their arm, so K-Aim would use whichever frames are in that character's sheet_3.

Now I could add the sequence I made on every character listed as sheet_4, but changing it in that patch would, again, affect every character. It's just how this script works. I'll need to add a custom line in the enemy's own script to be sure it won't mess with another's. If you look at through this script you can find something labeled as change battler graphic if you change a character's armor/job. It might help point a good scripter in the right direction.

Special thanks to anyone can help me figure this out. In case you're wondering, the defeat sequence is a custom animation of the enemy exploding with the sheet having a ring filled with their essence left behind (for story reasons). Here is a demo for you guys to look at.

The custom defeat seqnce is labeled K-Badnikdead1 and the animation is 111, after it plays I want to change the graphic to RingsDark_1. Talk to the gem above Sonic and maps will be blank, because I had to remove tilesets I had purchased.

Sonic Demo Testing

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