- Joined
- Jul 15, 2014
- Messages
- 505
- Reaction score
- 164
- First Language
- English
- Primarily Uses
WEREWOLF TRANSFORM TUTORIAL - NO SCRIPTS
Hello everyone,
Some of you may know me but most will not. I am fairly "new" to RPG maker and these forums having been here for just less than a year. In that time I have gone through these forums with a fine comb, soaking up as much knowledge as possible, learning the engine and pretty much asking for help at every turn. Now I want to give something back.
I am no script writer but I am quite resourceful in eventing and testing the boundaries of RPGmaker. I saw a post a while back about using events to transform a "player" sprite in battle. At the same time I was looking into transform scripts and tutorials where by I saw a video of a player whom had their character turn into a dragon. From those posts, that video along with trial and error and various other tutorials for other eventing systems I devised a way to have a "werewolf" transformation in my game.
I use "werewolf" loosely as I am using it for that purpose but the process can be pretty much used for any reason, i.e turn someone into a moose? I dunno! haha.
This is my first tutorial so please go easy.
Anyway I hope you enjoy this tutorial and that someone somewhere will find it useful.
-NF-
--------------------------------------------------
Stage 1 - Create a state.
The first thing that we need to do is create the werewolf state. This is the thing that is basically going to tell the game that the character has transformed. When the player has this state they are "transformed". When they haven't got it they are "human". Simple right?
We want to go to TOOLS -> Database->States
Here we create a state and call it "werewolf".
In my screenshot please ignore items in the "features" box. I will touch on this later.
Make sure that the "remove at battle end" box is ticked.
Its at this point that you can add in a time limit for the transformation as well. For example I did have it last only 5 turns, but I opted out of that because I created a way to "de-transform" - again will touch on this below.
Stage 2 - The switch!
So what next? We have the state that we will be using to determine if a player is transformed. Now we need to make a switch. This is important as its the switch that allows for the conditions to turn on the state we just made.
Go ahead and make a switch, I called mine werewolfformX
Stage 3 - The common event.
We now have in place the state and the switch to turn that state on and off. BUT we don't actually have it do anything. So we need to bring this together in a common event. The common event will call the state and turn the switch on and "change" the actor using the transform skill. DON'T panic, we will be making the skill soon.
In the database window you need to go to common events. You need to make a common event called "werewolf on".
We need to now set the conditional branch. This is going to check that the state is active on the actor. NOW keep in mind that this actor is the one that is going to be effected because they will have the skill. If you are going to have multiple characters with this ability then you need to make multiple conditional branches.
Ok back to the common event. On page 2 of the conditional branch (see screenshot) we want to select the actor with the skill (In my case "Fletch"), and then tell it that a state is inflicted (more accurately when a state IS inflicted.) The state we want it to check is inflicted is the werewolf state we made earlier.
What we've just done is create a condition that is checking for the state.
Now in the conditional branch we want to tell it to do something. In this case turn our "switch" on. So set it to turn the werewolfformX switch on (or whatever you called your switch).
Stage 4 - Changing the actor graphic (Sprite):
The next step is pretty easy. Under the switch activation we've just done we are going to tell it to change the sprite and face of the actor.
So we go to page 3 of event commands, select change actor graphic under system settings. Here we tell it what sprite and if needs be what face to change too.
That's our first common event done! Easy yeah?
What that common event is doing is checking that the state is inflicted, turning the werewolf switch on then changing the sprite to the "transformed" sprite graphic that you've picked.
Stage 5 - Another Common Event.
Oh no not another one! This one is even easier! We want this event to undone what the first does.
So create a common event, I called mine werewolf off.
We want to create the same conditional branch check for the state, like the last one. This time we want to turn the switch off and change the graphic back to the original. In order for this too happen we need to but the commands under the "else" section of the conditional branch.
Go ahead, turn off the switch we made. In the graphics change command change the sprite back to the actor sprite and face.
Now, across the top under general settings we need to set the trigger. Without this the player's sprite will remain as the werewolf sprite. Set the trigger to auto run and then select the conditional switch to the switch that we made earlier (in this case werewolfformX).
What this is doing is saying, hey they aren't inflicted! Lets keep them normal.
Stage 6 - The skill!
The Skill is what is going to bring this all together.
Go to the skills tab and create a skill, I called mine "Werewolf". On the right hand side in the box called "effects" we need to add somethings. It is here in the box that we inflict our state and call the common event that turns on the transformation.
So first we need to do is add the state (tab 2) , just select the state from the drop down.
Below that we ten need to tell it to call the common event. This can be found under the "other" tab at the bottom. Make sure you call the "ON" common event that we created, i.e the first common event.
You can do over cool things here, in my picture you can see that I have added an extra state. This is the confusion state. My reason being that when you transform it can take a toll on the body and you might give in more easily to the "animal" side while you find you bearings. Its a great way to add a little risk and balance out the skill.
Stage 7 - Reverse! De-transform!
We made a switch. We want to be able to turn it off! Why? Well why not. So you want to make a second skill (I called mine human form). Just like the transform skill we want to add some things to the effects box.
Namely reversing what we did.
So we want to REMOVE the werewolf state. We then want to call our second common event - this is the one that turns the switch off.
Stage 8 - Back to the State.
Our final thing is give the actor access to the "return to human form" skill but not let them have it all the time. I mean why have a return to human form skill that you can access while still human?
So we need to go back to our "werewolf" state, under features on the right select the "add skill" command and select whatever you called the skill that allows your actor to revert back to human form.
Easy? Yeah thought so.
Just give the transform skill to the actor that you set in the conditional branches of the common events and away you go! You now have a character that can turn into a "werewolf" and back to human form at any time during battle.
EXTRAS!
NOW you have the skill but you are not really getting any extra benefit from transforming. you may have seen in my state a bunch of things on the right hand side, stuff like add skill, seal skill type etc...
This adds new dynamics to the character. In my state screenshot I have sealed access to the SPECIAL and MAGIC commands. I then created my own skill type "Werewolf".
What I did was make a bunch of new skills, set them to the new werewolf skill type then had the werewolf state add those skills to the actor when they are "transformed". This allows for new commands but limits access to the other skill he might have in human form.
Now you can do other things here too like boosting stats such as health, defense, attack etc...
As mentioned above there are other things you can do such as adding a turn time limit to the transformation.
One other thing that I did with the "werewolf skills" that the actor gains when transformed is when the skills are used to call another common event that uses a random variable between 1 and 4. If the variable is 4 it adds the confused state to the actor. Again this is to represent the animal side taking over for a short time.
So for example I have a move called "Bite" that the actor gains when in werewolf form. If I use bite I know that there is a 25% chance (1 in 4) that I could become confused.
Couple that with the 50% chance of being confused when I first transform and it does change the way that you use the skills.
Anyway,
I hope that all of this made sense and that someone finds it useful
-NF-
Last edited: