| Tutorial: | DBS - Transformations: The Basics |
| Difficulty: | Intermediate |
| RPG Maker: | 2003 |
| Author: | Thejackyl |
Method One - Easy and Limited
What You'll Need
1. Condition used for Transformation(I'll call it "Transformed")
2. Battle Event
3. Battle Command(I'll call it "change")
I'm going to assume you know how to make a condition, and a "Link to Event" battle command. (Since this is an intermediate tutorial after all)
In the battle event, the event should be:
If hero [herox] uses [change] command
<> Inflict hero [herox] [Transformed] status
<>End
Simple as that, however, that's a bit limited for some tastes.
So...
Method Two - Hard, but Open
I will include ways to keep formation, however I will not include a way for a "make your own party" system, as I haven't figured that out.
What you need
1. Common Event 1 - To Keep formation in battle (Transform)
2. Common Event 2 - To keep formation out of battle (Keep Form)
3. Battle Command (change)
4. Battle event
5. Switches and variables
6. A new hero for the transformed hero [transformed hero]
Common Event 1 - (Transform)
There should be a switch triggered to mark what party you are using:
If switch: By self is ON
<>Add Hero [Transformed Hero]
<>Remove Hero [Hero]
<>End
If switch: Party 2 is ON
<>Add Hero [Transformed hero]
<>Remove (all other heroes)
<>Add (All heroes except transformed hero)
Repeat for other party combinations
Common Event 2 - (Keep Form)
If switch: By self is on
<>Add Hero [Hero]
<>Remove Hero [Transformed Hero]
<>If switch Party 2 is ON
<><>Add Hero [Hero]
<><>Remove (All heroes)
<><>Add (all heroes except transformed hero)
Repeat for other party combinations.
Also feel free to store parties in variables if you don't want a lot of switches.
Battle Events:
If Hero [hero] uses [change]
<> Run common event [transform]
<>End
Want the condition to end after battle?
Okay, set up a way to check if all enemies are dead.
I personally use an invisible, and invulnerable enemy.
And a Battle Event for each monster
Battle Event - One per beatable enemy
If Enemy [1] HP = [0]
<>If switch [Monster 1] is OFF
<>Variable #:counter + 1
<>Switch Monster 1 = ON
<>End
Repeat that for all enemies
Battle Event - Keep Form outside of Battle
If Variable #:counter =(# of beatable enemies)
<>Run common event [Keepform]
Now you should have a working, transforming character, who reverts after battle is over, and keeps formation. I will warn you though, this will make some battles drag a few extra seconds after you defeat all enemies, but it's not too bad.
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