- Joined
- Mar 18, 2014
- Messages
- 5
- Reaction score
- 1
- First Language
- English
- Primarily Uses
I am uncertain as to how complex of an event question this is (seems less complex than a day/night cycle) and I after searching around I am unable to locate any topics that address this specifically so I thought to ask it right here.
There is a special power I want to grant to one of the player characters, which I figured would function as a mid-battle event. Complications arise due to the fact that battle and common events have very limited options in how they are triggered.
The original idea was that upon reaching max TP, the character can execute a special move that changes them from one form to another. Both forms would possess different stats and moves independent of one another. It would be preferable also if the latter form was temporary and changed back after battle had ended and when TP in that state is exhausted (perhaps it gradually drains?). Kind of like a temporary berserk status that also graphically changes the character. Problems so far include:
-My chief problem is I am unable to make the change temporary. At best, I can get most of the changes to happen when the transformation is controlled directly by the player and while I want that for activation, not when deactivating.
-While I can easily switch out moves from one form to the other, I am not sure how to make it so you gain more moves as you level rather than having them all immediately.
-I would prefer an option to make the change permanent for a specific section of the game, then revert back to normal for the rest.
-The character's graphic does not revert automatically.
At the moment, I have the change linked to a move that calls up a common event. The common event turns on a switch that is later turned off, but that only seems to work when manually changing back. It also applies a visual indicator of the change by applying a status, but because the status is not actually connected to the sequence of events, the switch back to the default form does not occur when the status fades. Battle and common events seem unable to use standard conditions, so I have am uncertain how to create the temporary effect.
The only special script I am using at the moment is the YEA Battle Symphony script for a side view battle. Otherwise I am using only what VX Ace comes with on its own.
Any sort of assistance in this matter would be greatly appreciated, whether they be direct answers, ideas, or even merely directions to other threads or resources where answers might be found. It would be preferable not to have to rely on any additional scripts to make this work, but if it is necessary then I do not mind. Anything that doesn't involve learning to do my own scripting would be very preferable as my scripting knowledge is very poor.
Thanks in advance!
There is a special power I want to grant to one of the player characters, which I figured would function as a mid-battle event. Complications arise due to the fact that battle and common events have very limited options in how they are triggered.
The original idea was that upon reaching max TP, the character can execute a special move that changes them from one form to another. Both forms would possess different stats and moves independent of one another. It would be preferable also if the latter form was temporary and changed back after battle had ended and when TP in that state is exhausted (perhaps it gradually drains?). Kind of like a temporary berserk status that also graphically changes the character. Problems so far include:
-My chief problem is I am unable to make the change temporary. At best, I can get most of the changes to happen when the transformation is controlled directly by the player and while I want that for activation, not when deactivating.
-While I can easily switch out moves from one form to the other, I am not sure how to make it so you gain more moves as you level rather than having them all immediately.
-I would prefer an option to make the change permanent for a specific section of the game, then revert back to normal for the rest.
-The character's graphic does not revert automatically.
At the moment, I have the change linked to a move that calls up a common event. The common event turns on a switch that is later turned off, but that only seems to work when manually changing back. It also applies a visual indicator of the change by applying a status, but because the status is not actually connected to the sequence of events, the switch back to the default form does not occur when the status fades. Battle and common events seem unable to use standard conditions, so I have am uncertain how to create the temporary effect.
The only special script I am using at the moment is the YEA Battle Symphony script for a side view battle. Otherwise I am using only what VX Ace comes with on its own.
Any sort of assistance in this matter would be greatly appreciated, whether they be direct answers, ideas, or even merely directions to other threads or resources where answers might be found. It would be preferable not to have to rely on any additional scripts to make this work, but if it is necessary then I do not mind. Anything that doesn't involve learning to do my own scripting would be very preferable as my scripting knowledge is very poor.
Thanks in advance!

