Does anyone remember that really annoying boss in the middle of Final Fantasy X, Spherimorph? What about Hein from Final Fantasy III? Or Mellusion in the fifth one? This tutorial tells you how to make enemies like those, who change their elemental alignment on a regular basis.
This will work in XP although my demo and screenshots are in VX.
Prerequisites
You need an understanding of all of these features:
-Switches
-Variables
-Enemy and Troop database tabs
-Conditional branches
Enemy
First create one new enemy. I called it morph. Give it an element of A and a spell of that element, then pick an opposing element and give it an F. Then, give all of the elements you're going to use for the other forms the same priority (I chose E).
Repeat this for all the other elements you want to use.
Troop
First add one of the enemies to the troop.
On the first page set its occurrence on Turn 0. Now create four switches, one for each enemy. Now on this first page, in addition to any banter, turn the switch that corresponds with the first form ON.
On the second page set the condition to [at the end of turn] (in XP you'll have to set it to turn 2 + 1X). Now set a variable to random 0...2 (or 0... [# of forms - 2]). For each switch, make a conditional branch. Uncheck the [set handling when conditions do not apply] box. Now create a conditional branch for the random variable's values for 0, 1, and 2. Also uncheck the [set handling when conditions do not apply] box. Now it should look something like this:
Now under each branch, add an animation, turn the current switch off, turn a new one on, and transform the enemy to the corresponding form. It should now look like this:
Now copy the conditional branch for the switch (in turn copying the other branches) and paste it. Now you change the switch in the copied branch, and change the enemy transform commands to avoid it transforming into itself, and change the switches accordingly.
In Closing
If you find it at all confusing, please download the demo:
XP Demo (Buggy)
VX Demo
Big thanks to King Red of Pancakes for the idea.
I hope someone finds this tutorial useful.
EDIT: If anyone is willing to fix the XP version please post it and I will add it to this first post.
This will work in XP although my demo and screenshots are in VX.
Prerequisites
You need an understanding of all of these features:
-Switches
-Variables
-Enemy and Troop database tabs
-Conditional branches
Enemy
First create one new enemy. I called it morph. Give it an element of A and a spell of that element, then pick an opposing element and give it an F. Then, give all of the elements you're going to use for the other forms the same priority (I chose E).
Repeat this for all the other elements you want to use.
http://i107.photobucket.com/albums/m316/goldenryu9292/Morph%20Tut/Enemytab1.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab2.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab3.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab4.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab2.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab3.png[/img]
http://i107.photobucket.com/albums/m316 ... mytab4.png[/img]
Troop
First add one of the enemies to the troop.
On the first page set its occurrence on Turn 0. Now create four switches, one for each enemy. Now on this first page, in addition to any banter, turn the switch that corresponds with the first form ON.
On the second page set the condition to [at the end of turn] (in XP you'll have to set it to turn 2 + 1X). Now set a variable to random 0...2 (or 0... [# of forms - 2]). For each switch, make a conditional branch. Uncheck the [set handling when conditions do not apply] box. Now create a conditional branch for the random variable's values for 0, 1, and 2. Also uncheck the [set handling when conditions do not apply] box. Now it should look something like this:
http://i107.photobucket.com/albums/m316/goldenryu9292/Morph%20Tut/Page21.png[/img]
Now under each branch, add an animation, turn the current switch off, turn a new one on, and transform the enemy to the corresponding form. It should now look like this:
http://i107.photobucket.com/albums/m316/goldenryu9292/Morph%20Tut/Page22.png[/img]
Now copy the conditional branch for the switch (in turn copying the other branches) and paste it. Now you change the switch in the copied branch, and change the enemy transform commands to avoid it transforming into itself, and change the switches accordingly.
In Closing
If you find it at all confusing, please download the demo:
XP Demo (Buggy)
VX Demo
Big thanks to King Red of Pancakes for the idea.
I hope someone finds this tutorial useful.
EDIT: If anyone is willing to fix the XP version please post it and I will add it to this first post.