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Actor 'transform' during battle? and gain SP from attacking?

Is it possible to have an actor use a skill that effectively 'transforms' them (changes battle graphic and boosts their stats), but only for a few turns? and then they would revert back to normal... if its not possible without scripting then nevermind :) I really font wanna go there XD

Also, is there a way to change it (without scripting) so that whenever you damage an opponent, even with regular 'attack,' you gain back some SP? cheers :)
 
The second one needs a script.

The first one, though, is really just a description of a State. States change stats and you can choose how long they last. That just leaves changing the graphic.

There's two ways that I can think of to change the graphic. One: Conditional Branches can check if a character is in a state. So have a battle event check if the character is in that state every turn-- if the player is in it, Change Graphic to the Super Saiyawerewolf form. If they aren't, change back.

Warning: You'll need to insert this event into every single Troop.

Warning: You'll also need an event to change the graphic back once the fight's over-- a parallel process common event would do the job.

Two: Make the State Animation itself be the graphics change. All that you'll need to do is paste the transformed graphic into an Animation frameset, then make the state animation hide the target while replacing it with the new graphic.

Warning: Set the State's rating to 10, lest being poisoned change the character's graphic back.

Warning: Other States will not have their animations play during transformation.

Warning: Doesn't work with fancy animated battler sideview battle systems.
 
Okay.

Step by step, then.

Let's start with the simple one-- the second one.

I'll keep it very simple.

First, creating a State. This is very, very easy. Just go to the States tab in the Database, increase the maximum number, and make a new state. You can set the duration, have it modify stats however you like, whatever. Name it "Super Sayawerewolf" or whatever. Make sure that the Priority is set to 10.

Okay, that's your power-up state. Now we need the graphics.

First, go to your favorite paint program that can support .png files. I use paint.net, myself, but others use Photoshop, Graphics Gale, even ArtWeaver. Heck, if MSPaint can handle .png transparencies, it'll work for this, too.

Next, to keep this simple, pick out an animation frame set from the Materialbase. Export it somewhere like the desktop.

Now go into your art program. Open the animation frame set. Then open the battler for Super Sayawolf Aluxes.

Next, Select-All the Super Sayawolf Aluxes. Hit "Copy."

Go over to the animation frame set. Hit "Paste." Move the image over to a place where it's going to fit, either on top of a frame you aren't using, or on top of some empty space. Make sure it's halfway aligned with the rest of the animation. If necessary, use the eraser verrry carefully to remove extraneous bits of the original animation.

Result should look something like this:

Pilfer.png
Save it (as a .png!), and if necessary import it into the game.

Now, go back to the Database. Go to the Animations tab. Increase the maximum, create a new animation. Set the animation frames to be the new set that you just created.

You won't need more than one frame for this animation, but if you want to get fancy, you can certainly use more than one, and make some actual animations here.

Now, to start with, select the frame with your picture. Move it to the center of the image, so it's completely overlapping the battler that's displayed. Double-click on the cell, and make sure that the Blending is set to "Normal"-- not "Add," which is the default, but "Normal." (You can also right-click on the cell and hit "Properties," but double-clicking is faster.)

Next, go up to the little SE and flashes window. Select Frame One, and pick the Hide Target flash. Set it to, oh, one more frame than the actual animation lasts.

Your animation will now replace the regular battler with this powered-up one. Name this animation "ST Super Sayawerewolf."

All that you have to do now is go change the State Animation for the Super Sayawerewolf state to ST Super Sayawerewolf, and you're golden.
 

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