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Home > Tutorials > RPG Maker 2003 > Complex Transformations

Complex Transformations


I did this for a Naruto-style form with my own character aside, but even adapted the fact that sometimes sages turn to stone. But you can do all kinds of transformations, from giant monster, to Terra's Esper form, to DBZ super-saiyans. The effects of the transformation depend on the status used.

Now I'm sure you could do this some other way (and probably it has been done more simply already here), but wanting to conserve switches, I chose to use: two characters named the same with different graphics (I've seen it done with a single status, and it breaks apart the minute the character dies, gets hit, or attacks), two status types -Transforming and NewForm (you can call these anything you want, or course), two common events (one to hold the transformation event, and one to dictate the reversion), and two skills.

First, set the character to be transformed into to level 99 (unless you want them to gain party exp, though come to think of it, you should probably do party experience anyway to cover the fact that the character isn't technically there while fighting). Next, make the transformation status, which should have virtually no conditions. Set it and the trasformed status to 100. The transformed status is gonna be added to the new character, so make it an interesting buff. Be sure to make it End after Battle though, unless you want to permanently be stuck with the form. You can also use the class traits to define your character.

Now to make the thing actually work. Make the first skill Transform and cause transforming status, make the second remove transformed status. In battle, add a Transform status to Turn 1x for all battles. You don't btw need the 2nd common event, because it will be nested inside the first.

Transforming:
If Char1 is Transforming
Char1 remove
Char2 add
Char1 Transforming Remove
Char2 Tranformed Add
(Below, you can also add any weapon changes,
simply by equip that weapon to Char2)

(You can add around the inside of the first condition:
Character Level, Set Char1 level
RandomNum, Set 1-100
If Character Level >
Else, if you want to have a level based fail rate. You can even add a Stone status for failure, just by removing the Transforming condition, and adding the Stone)

Regardless, end processing, and end for failure events too.

Make a second conditional branch below and outside.
If Char 2 is Transformed
End Processing
Else
Call Event:Transform Ends
End Processing

(This ends the event if you're dispelled, use the second skill Revert, or the battle ends. I'm not so sure if it works if the status times out though.)

Transform Ends:
If Char2 is in party
Char2 remove
Char1 add
Char2 Tranformed Remove
Char1 Transforming Add
End Event Processing

That's it. Now for specific forms: The Naruto sage has the Stone condition listed above, and if successful doubles all stats and allows slow HP/MP recovery. If you're using the enemy attacks mentioned before, change damage for Char2 from the variable to 1. Terra's Esper doubles Intelligence, you can also make new skills with double or triple the same effect to improve effects further. A physical berserk is just attack enemies in status, but to magical berserk you need 0 or 1 magical cost to spells (possibly by making duplicate skills), higher damage than attack, and Auto AI to Char2 in Class. Most other forms are just attack and defense, though you can make drawbacks too, such as slowly removing HP or MP, or being unable to cast anything but revert (make Revert and Transform 0 int skills, and suppress skills with 1 int or more).





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Tutorial: Complex Transformations
Date Listed: Fri, 12 Nov 2010 07:10:51 -0500
Author: bulmabriefs144
Total Hits: 2306


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