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Lord Vectra

Evented Shapeshifting System

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I am Vectra. Today, i will be talking about how to make an evented shape shifting. The idea has came from this: http://www.rpgmakervxace.net/topic/33541-shapeshifting-in-battle/#entry227802

Note: I'm going to use a wolf as an example and Imma show two ways to do this.

Here's what you need
At least 2 Actors
1 common event
1 Switch
2 Variable
1 Condition Branch
 
Let's say Billy wants to be a wolf.
  1. You need a actor who is a wolf and one who is Billy.
  2. You need 1 variable that equals to Billy's EXP
  3. You need 1 variable that equals to Wolf's EXP
  4. Go to Control Variable
  5. Go to game data <= If you have VX, skip this step and go to step 6
  6. Go to actor
  7. Go to the right, you should see level
  8. Change it to EXP
  9. It should look like this: Control Variables: [Var ID: Billy's EXP] = [billy]'s EXP
Vx Ace
sT6XfSB.png
 
Vx
aYNUTsZ.png
 
@>Conditional Branch: Switch [0051:Wolf] == ON
     @>Control Switches: [0051:Wolf] == OFF
     @>Change EXP: [billy], - Variable [0002: Billy's EXP]
     @>Change EXP: [Wolf], + Variable [0002: Billy's EXP]
     @>Change Party Member: Add [Wolf]
     @>Change Party Member: Remove [billy]
     @>
 :   Else
     @>Control Switches: [0051: Wolf] == ON
     @>Change level: [Wolf], - Variable [0003: Wolf's EX]
     @>Change EXP: [billy], + Variable [0003: Wolf's EXP]
     @>Change Party Member: Remove [Wolf]
     @>Change Party Member: Add [billy]
 :   Branch End
@>
 
The switch tells whether you are a wolf or not. You subtract the EXP because you want it to be 0 so when they come back, you'll just add the EXP + gained EXP rather than having to find the difference of EXP and gained EXP and all that extra work.
 
Adding one member and removing the other is the "transformation." You are replacing Billy with his wolf self and vise versa.
 
Once you do the above, you make a skill call the common event. If you are on Vx, in the skills' tab, common event is next to "animation." If Vx Ace, go to the "effects" section, double-click, go to the 4th tab, and you should see this...
 
lJwhTEh.png
 
Pick the correct common event and BAM! You're done.  B)
 
Here's another way to do this...(2nd method)
This is only used if you don't wish to create another actor, but it is highly recommended as this requires much more work.
Here's what you need
1 Actor
2 Common Events
1 States
2 Skills
  1. Create a skill called "Wolf Transformation" (or anything you like)
  2. Create a skill called "Wolf Transformation OFF"(or anything you like)
This is how the common event for "Wolf Transformation" should look...
@>Change Actor Graphic: [billy], 'Faceset name', index#, 'Charset Name', index#
@>Change Actor Name: [billy], 'Wolf'
@>Change Parameters: [billy], stat name -/+ #
@>Change Skills, + [Wolf Transformation OFF]
@>Change Skills, - [Wolf Transformation]
@>Change Skills, + [skill Name](Encase you wanted to add any additional skills)
@>
 
This is how the common event for "Wolf Transformation OFF" should look...
@>Change Actor Graphic: [Wolf], 'Faceset name', index#, 'Charset Name', index#
@>Change Actor Name: [Wolf], 'Billy'
@>Change Parameters: [Wolf], stat name -/+ #
@>Change Skills, - [Wolf Transformation OFF]
@>Change Skills, + [Wolf Transformation]
@>Change Skills, + [skill Name](Encase you wanted to add any additional skills)
@>
 
Change parameter is if you want to give the wolf extra HP or extra ATK. You add the OFF skill to the Wolf to change to Billy. You use the "Wolf Transformation" skill to get from Billy to Wolf. It's so Wolf doesn't have the transformation skill and Billy won't have the OFF skill.
Add (or subtract) any extra skills that you don't want the wolf(or Billy) to know.
 
To make the skills call them, you do the exact same thing you do for the first method.
 
Any Questions?  B)
Edited by Lord Vectra

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