Lord Vectra 414 Posted July 20, 2015 (edited) 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. You need a actor who is a wolf and one who is Billy. You need 1 variable that equals to Billy's EXP You need 1 variable that equals to Wolf's EXP Go to Control Variable Go to game data <= If you have VX, skip this step and go to step 6 Go to actor Go to the right, you should see level Change it to EXP It should look like this: Control Variables: [Var ID: Billy's EXP] = [billy]'s EXP Vx Ace Vx @>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... Pick the correct common event and BAM! You're done. 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 Create a skill called "Wolf Transformation" (or anything you like) 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? Edited June 12, 2017 by Lord Vectra Share this post Link to post Share on other sites
Akura 25 Posted October 25, 2015 (edited) ooooh I'm actually making a werewolf game at the moment this could be usefull thank you. Edited October 25, 2015 by Akura 1 Share this post Link to post Share on other sites
Aslanemperor 53 Posted August 23, 2021 Is it possible to make something like this where it happens during battle? So far what you've listed is only usable outside of battle. Honestly, I'm surprised no one else has asked about this... Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 23, 2021 7 hours ago, Aslanemperor said: Is it possible to make something like this where it happens during battle? So far what you've listed is only usable outside of battle. Honestly, I'm surprised no one else has asked about this... When you use it in battle, are you not getting the correct level? I'm pretty sure this works in-battle, but I'll check when I get time. Share this post Link to post Share on other sites
Aslanemperor 53 Posted August 23, 2021 I'm not basing that on personal use, just based on what I read. The way it is described sounded like something that would only work outside of battle. Sorry if you said otherwise and I didn't notice. That sounds even better than I thought. Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 23, 2021 4 hours ago, Aslanemperor said: I'm not basing that on personal use, just based on what I read. The way it is described sounded like something that would only work outside of battle. Sorry if you said otherwise and I didn't notice. That sounds even better than I thought. I just tried it in battle and it 100% works. All event methods work in-battle. If you change a character's graphic in-battle, give them levels/XP, or completely remove/add a party member, it will work. Can you tell me what you thought specifically wasn't going to work? Share this post Link to post Share on other sites
Aslanemperor 53 Posted August 24, 2021 Honestly, I didn't think you could change a party formation mid battle. Admittedly, I'm still pretty new to this, so I find myself learning new things all the time. 1 Share this post Link to post Share on other sites