Skills that change enemies entirely?

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SixgunSpider

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Hello there all. I'm super new to RPG Maker VX Ace, and generally using this platform for making games in general (I mostly just mod.) I had a bit of a question that I was wondering if anyone would be able to answer for me, and I apologize if it's already been explained, or if I don't word this very well (incidentally, this is also my first post in a forum. Ever. Go figure.)

I'm attempting to make a skill that does something very particular. When the skill is used, I'd like for it to change an enemy from what it is in the boss battle to another kind entirely. For example, say my team is fighting a gargoyle. A particular member of the team uses the skill, and the enemy is changed from a gargoyle into a slime. One thing of note is that I don't want this to be true for a specific enemy--I'd like this to happen every time the skill is used, on any enemy that it's used against. 

Is there a particular way to accomplish this, or should I just give up? Any help at all would be very appreciated. Thank you so much!
 

Shaz

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Yep - easy peasy :)


On page 3 of event commands, under the Battle section, go for the Enemy Transform command.


Actually, I'm not sure how you'd use that as a skill and make it apply to the enemy the skill was used on, as that requires you to choose which enemy you're transforming. Might need a little bit of playing with script calls to get and use the correct enemy id, and then reset the enemy names, as Game_Interpreter does.


Hopefully someone will come by who's actually done this and can give you more detailed steps.
 
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SixgunSpider

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Yep - easy peasy :)

On page 3 of event commands, under the Battle section, go for the Enemy Transform command.

Actually, I'm not sure how you'd use that as a skill and make it apply to the enemy the skill was used on, as that requires you to choose which enemy you're transforming. Might need a little bit of playing with script calls to get and use the correct enemy id, and then reset the enemy names, as Game_Interpreter does.

Hopefully someone will come by who's actually done this and can give you more detailed steps.
Ah, thank you so much!

So, I wasn't sure if it would work or not since it had been my first thought, but every time I try something like this it turns out I need a script call or something else. But I plugged that into a common event. Two things happened:

1. It actually worked halfway. I got really excited because I tried it on the first enemy in the lineup, and came out with exactly what I was looking for, so then I remembered that it was too simple of a solution, so I gave it another go on the second enemy. It worked, but, like you said, I'm sure that the enemy that gets transformed needs to be specific, because it just happened to the first enemy again.

2. For some reason, even though it worked, the skill showed up with a big ol' 'FAILED' message. Which is weird, because, you know, it worked. Sort of. I'm not sure if this has anything to do with other scripts. I'm currently using Yanfly's Ace Battle Engine, so maybe that has something to do with it. I'm not sure. I'm still pretty bad at the whole scripting business.

But at least it kind of works now. I'll sniff around and see if there's anything that can help. I'm not super positive on what Game_Interpreter is, but I'm assuming it's a script... I tried looking and I've really only been able to find people's fixes for a few bugs and some troubleshooting advice on it. But I'll keep looking. Thank you for your help!
 

Liak

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Maybe you can have the skill apply a state and run a common event. The common event checks the state on each enemy, and if it's there, the enemy is transformed.
 

SixgunSpider

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Maybe you can have the skill apply a state and run a common event. The common event checks the state on each enemy, and if it's there, the enemy is transformed.
That actually works pretty well! The common event runs properly and everything, and if I set it up for all the possible enemies there's no one left out (except, of course, those immune to the state--which opens up a whole new world of opportunities, so thank you for that lovely idea.) I tried it on one enemy, got them transformed, killed them off, and that was good. Only issue was that I tried it a second time in the same battle, and the enemy just died instead. I'm thinking maybe the health was knocked down too low from attacks and so the transformed enemy, instead of staying alive, was dead. I'm not sure. I don't think transforming the enemy starts the new type off with full health, but I could be wrong. But it's working now, so thank you!
 

Liak

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I'm not sure how the health is managed, but maybe you can put some event commands right before the transformation of an enemy to prevent stuff like that. Anyway, I'm glad my idea helped. :)
 

SixgunSpider

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I'm not sure how the health is managed, but maybe you can put some event commands right before the transformation of an enemy to prevent stuff like that. Anyway, I'm glad my idea helped. :)
Yep, that seems to be working like a charm! Thank you again!
 

Shaz

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