Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
So, I have come up with an idea for a character I want to use. He is a cyborg that can change from being a Melee fighter to a Ranged fighter. I want him to be able to change from one style to the other during battle. He is the only character I will have that can "transform" like this. That's not the hard part. THIS is the hard part: I am looking for a script that will make it so the player can decide from the Menu what the Cyborg will default as. I know not everyone will want their Cyborg to ALWAYS start as a Sharpshooter or Tech Soldier when entering a battle. I don't know how much tweaking this will take or anything. Currently I am not using any Menu Scripts, though I have been looking into the Hirion Engine v1.0b (http://www.rpgmakervxace.net/user/459-nicke/?tab=reputation). Any help would be greatly appreciated. Thanks.

BETTER DETAILS OF WHAT I AM WANTING:

Be able to change his class from the Sharpshooter to the Tech Soldier, and Vice Versa. One of the classes can be defaulted outside of battle. This is important because The Sharpshooter and Tech Soldier have COMPLETELY different stats. Also, I am wanting to make it so that the Tech Soldier (Melee) is super-effective against grounded enemies, but weak to flyers. The Sharpshooter (Ranged) is super-effective against flying enemies, but weak against grounded ones. 

Be able to equip each class with a different weapon (I am wanting to implement a normal weapon store AND a Bazaar, that way I have my "generic" weapons, but also some exclusive weapons for certain characters you can only get through the special missions or at different times.) This way, I don't have to rely so much on the characters level determining what weapon they have equipped. Have some variety. Make it fun. Y'know. Strategize.
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
Protip: This exact functionality already exists in the Crysalis demo that you can download from this site.  It's the official RPG Maker VX Ace demo and there's a character that can transform her sword into different elements, each element granting her all new stats and abilities, letting her morph from damage dealer to tank to priest to shadowknight, etc.

Essentially, it's just a common script that runs and morphs her weapon/abilities each time she transforms.  It changes her default because the sword stays the same when the battle ends.  You can have a slot for the Class and do the same thing.  There's lots of scripts that let you add character specific slots, Fomar's website has some.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I think he already knows how to do the change, what he only needs right now is how to be able to set default on the menu...


why not use Yanfly's Class System so you can make him have those two class, and you can change via the menu
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
I think he already knows how to do the change, what he only needs right now is how to be able to set default on the menu...

why not use Yanfly's Class System so you can make him have those two class, and you can change via the menu
I answered that part already.  The weapon was what kept the class.  Morphing between a ranged fighter and a melee fighter could be as simple as switching from his "Arm Cannon" to his "Power Fist".  The functionality doesn't require ANY scripting, it's all done through common events.

The player can switch between classes just by choosing to equip a different weapon.
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
@Kyutaru - Like Shana said, I already know how to do the change (stumbled upon it a long while back when watching tutorial videos, then rediscovered it while tinkering recently). Thanks though. I'll be sure to keep that in mind for later things I may be needing.

@Shana - I think you got it right. I'll be sure to check out that script. I have both of the classes, but what you said there is essentially what I'm wanting, yes.

Thanks for the quick replies :D
 

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
I answered that part already.  The weapon was what kept the class.  Morphing between a ranged fighter and a melee fighter could be as simple as switching from his "Arm Cannon" to his "Power Fist".  The functionality doesn't require ANY scripting, it's all done through common events
Yes, but that is for during battles only, correct? I'm wanting the default to be set while outside of battle.

Sorry for the double post. I guess the term would be Ninja'd?
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
@Kyutaru - but you forgot to tell him that needs another script to be able to change class in battle in case he do it that way... because you cannot change equipments by default inside the battle... because since the weapon holds the "class", he cannot opt to do a class change via the class change commands now as that will cause some kind of clash... so he still needs a battle equip change script...


BTW, I think I found another way... Use skills + common event... basically have a "Class Change" skill and make it run a common event that toggles his class... that will be way easier I think
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
Yes, but that is for during battles only, correct? I'm wanting the default to be set while outside of battle.

Sorry for the double post. I guess the term would be Ninja'd?
NO, it's not for during battles only. The change STAYS from battle to battle.  It works by unlearning all the class skills and relearning the new class's skills.  Again, that change is KEPT from battle to battle because once you change to Holy Sword, the sword STAYS holy until you next transform it.

You can easily create a common event that changes a player's class just based on item he has equipped
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
@Kyutaru - but you forgot to tell him that needs another script to be able to change class in battle... because you cannot change equipments by default inside the battle
No that is also handled by common events.  The transform is a skill that calls the correct common event.  Common events do allow you to switch equipment during battle.  no scripts are required for this
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
You didn't tell on the post that it was via skills...


Also that means that it's not the weapon that holds the "class"... because basically, you only change weapons so that he has the right weapon for that class... so the class change is done via the event, not by the weapon...


You should have simply said:


1) Make a skill that he can use to change classes


2) Make a common event that handles class change


3) Make the skill run that common event


4) *Optional* - Change equips on the common event
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
I said simply that the functionality existed in the Crysalis game.  Not trying to go into depth in my original post when the demo explains it perfectly.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Typing those 4 lines is much faster than downloading and opening the game though... :)
 

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Let me ask this instead. Would it be easier if I created two of the same character, one being melee, one being ranged, and then just change the whole character in battle? No matter what level or weapon he is actually holding, he will always look the same (out of simplicity). But then, I would technically have to have him in my party to give him his weapons and all too, wouldn't I? That would partially solve the issue of the defaults, but then There would be people trying to have two Cyborgs and getting rid of either the Paladin or the Sorceress. I only want three members to my party. Hmmm... :/
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
The one I outlined based on Kyutaru's post will be the easiest I believe...
 
Last edited by a moderator:

Pugh95Bear

Veteran
Veteran
Joined
Nov 11, 2013
Messages
191
Reaction score
11
First Language
English
Primarily Uses
Hmmm. Okay. But then there's this issue. I want to have a store where the player can buy weapons to equip. Would they just change their default Cyborg to the one needed to have the new weapon, equip, and then go on about his/her happy way?
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Yes, they would need to change to the class that can equip the weapon...
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
Hmmm. Okay. But then there's this issue. I want to have a store where the player can buy weapons to equip. Would they just change their default Cyborg to the one needed to have the new weapon, equip, and then go on about his/her happy way?
If you want each version of the cyborg to have its own weapon, then I seriously suggest doing it the way I mentioned.  Transform the weapon.  That way it doesn't matter what weapon they buy in the stores, it'll always morph into the latest model.

Example: They buy the Annihilator 2000, equip it, then use the transform skill to make it the Decimator 2000.  When they buy the Annihilator 5000, the event morphs it into the Decimator 5000 automatically.  They still get different weapons per class but only need to upgrade once.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
though with a large weapon base, it will be quite a long conditional branch to do that... :)


a small snippet to link weapons will be helpful for that case...


or if he opts to still buy different weapons, then he can just invoke the same method used by the optimize equip option...


but if you want the player to have control over what is the default equipment of each class, then you'd need something more customized...
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
Just need to match the weapon id to the correct weapon id it should become.  Unless you have 700 weapon upgrades for the cyborg, it's a fairly short checklist to see which version he's currently using.  Case should work.

Also, there's no need to change the class itself unless you want to for thematic reasons.  The class itself is unimportant, you can adjust the attributes, skills, and equip allowances all through common events.  You can keep the same class and adjust part or all of it on the fly.  You can even make a modifiable cyborg class that morphs his abilities and stats into a hodgepodge of different arrangements, or slots different upgrades that change him in subtle ways as opposed to completely.  It could potentially be an extremely versatile class.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Well letting the class handle it might be easier to manage, than letting the CE handle it... Of course depending on what exactly he needs to do... since after all, letting the event handle it brings more options...
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top