ABS RPG MAKER 2003 CHARACTER TRANSFORMATION
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Hi , I would like to be able to turn my character into ssj in my action battle system game. So how do I do it?
Outside of the graphical changes, I would assume that "turning ssj" would improve stats in some way, shape, or form. Minimally ATK, but, I could see INT as well, depending on how skills are defined.
I don't have access to 2K3 at the moment to be more specific, but, I seem to recall checkboxes that halve, or double certain, stats if a state is applied?
I don't have access to 2K3 at the moment to be more specific, but, I seem to recall checkboxes that halve, or double certain, stats if a state is applied?
1. Create a skill. Set its skill type to switch. Set and name a switch. I'll call it Transform.
2. Create an additional character. This character is the character you want your character to transform into.
3. Create two common events. Set them to call. In the first common event, change party: add character 2, and remove character 1. In the second common event, add character 1 and remove character 2.
4. Go to your Monster Groups/Battle Troops tab in database.
5. In Battle Events, on current page, set trigger to Switch: Transform.
6. In body, call first common event. Create a switch for turns taken and turn it on.
7. Create a new page. Set trigger to Turns Taken switch and X number of turns taken by Character 2.
8. In body, call your second common event. Turn both switches off.
You must do steps 7. and 8. unless you want the transformation to be permanent.
9. Copy each of the pages of this battle event to every single monster troop.
2. Create an additional character. This character is the character you want your character to transform into.
3. Create two common events. Set them to call. In the first common event, change party: add character 2, and remove character 1. In the second common event, add character 1 and remove character 2.
4. Go to your Monster Groups/Battle Troops tab in database.
5. In Battle Events, on current page, set trigger to Switch: Transform.
6. In body, call first common event. Create a switch for turns taken and turn it on.
7. Create a new page. Set trigger to Turns Taken switch and X number of turns taken by Character 2.
8. In body, call your second common event. Turn both switches off.
You must do steps 7. and 8. unless you want the transformation to be permanent.
9. Copy each of the pages of this battle event to every single monster troop.
author=pianotmthanks but how do I keep stats like HP remaining the same after transformation?as in if the player only has 50% HP left,how do I get the transformed character to have 50% HP left as well?
1. Create a skill. Set its skill type to switch. Set and name a switch. I'll call it Transform.
2. Create an additional character. This character is the character you want your character to transform into.
3. Create two common events. Set them to call. In the first common event, change party: add character 2, and remove character 1. In the second common event, add character 1 and remove character 2.
4. Go to your Monster Groups/Battle Troops tab in database.
5. In Battle Events, on current page, set trigger to Switch: Transform.
6. In body, call first common event. Create a switch for turns taken and turn it on.
7. Create a new page. Set trigger to Turns Taken switch and X number of turns taken by Character 2.
8. In body, call your second common event. Turn both switches off.
You must do steps 7. and 8. unless you want the transformation to be permanent.
9. Copy each of the pages of this battle event to every single monster troop.
david1234
how do I keep stats like HP remaining the same after transformation?as in if the player only has 50% HP left,how do I get the transformed character to have 50% HP left as well?
Variables in 2k3 have an HP tracker. I don't know how to use it, at least for this. I've never needed to. The straight forward way to do it is to create variables for the two characters that follows their HP (just create them. As long as they exist, they'll follow the HPs automatically. If you want to follow MPs, you'll need separate variables for those, too.). Then get to work nesting those conditional branches. I'm not going to elaborate on that because nobody in their right mind would do it (it would work, but still...). If somebody who knows how to use trigonometry in eventing variables and switches is following this thread, they'd be the ones to ask. Personally, I would actually have an easier time figuring out how to do this in VX Ace (because I actually did this in my Final Fantasy fan game for creating esper summons! and I can't tell you how I did it because I'm not in a position to open the project and look!), but I currently don't have access to it right now because I'm stuck in a motel on my laptop, which only has RPG Tsukuru 2003 (the older, illegal version, which we call Tsukuru because that's the Japanese word for Maker, which isn't illegal for me because I actually own the legal version). The last time I tried to create a skill this engine breaking in 2k3, it took me the better part of a week to figure it out.
TL;DR doing this in XP, VX Ace, or MV would be much easier because plug-ins, script calls and stuff, and if you don't want to do that, the conditional branches have more handlers that make this easier.
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