Temporary evolution (Class/Actor change) during battle

Valentina

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Hello,
I am making a game with a battle system similar to Digimon World 3 game for Sony PS1.

Basically, the player starts with 3 monsters. When a monster reaches a certain level, it learns a new evolution - eg. I start with a lvl1 Renamon, when it reaches lvl5 it will learn an Evolution - Kyubimon, which is a new Class with its own skills, stats etc. Then I can play with Kyubimon, when it reaches lvl40 it will learn another Evolution (Taomon) etc.

So, what I want to accomplish is: if my Renamon has learned both Kyubimon and Taomon evolutions, I want to have an option inside the battle to change the monster's forms. Eg. my first turn my Renamon attacks the enemy, the second turn I use to evolve Renamon into Kyubimon (my fighter now becomes Kyubimon class with its new stats), then in the third turn Kyubimon attacks the enemy, then in the fourth turn Kyubimon can evolve further into Taomon class or go back to Renamon class, etc.

Is there a script or any other way (with events, states, etc) to accomplish this?
Oh and also, at the end of the battle, I'd love all the classes that participated in the battle to receive EXP. Eg if an enemy gives away 300 EXP, I'd love my main form (Renamon) to receive full EXP (300) and the other forms I used to receive that same EXP divided equally (Kyubimon and Taomon receive 150 EXP).

I hope I was clear, please if you're confused and need something explained further ask me :)

Thanks in advance!
 

Thorgaaz

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Well i would try this by generating one actor for each transformation. Than if you want to rank up, you actually switch the actors removing the old one from the party with an common event and adding the new one.

Only problem here is, that the hp is not the same as it was before transformation, since you actually didnt transform but switch actors instead. But this might get fixed by copying the current life into a variable and than set the current life from the new actor equil to that. (same goes with mp)

Exp share should also be possible with switches or variables. Create a switch for every actor. Than, whenever you transform, set the switch of the new actor on. At the end of battle (in the on defeat field) use conditional branches to give every actor with an on switch his exp. After that set the switches off again.
 

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