Hey everyone, first of all, great site you've got here.
Second, I'm a non-scripter, so bear with me if my problem is dumb.
My ultimate goal is to give one of the characters in my game a skill that has the following affects:
1. A text box is displayed upon using the skill
2. The character's stats change
3. The character's battler's appearance changes to that of a monster
4. The character learns several new skills
5. All the changes are reverted at the end of the battle
6. All the changes have a chance to revert if the character takes physical damage
7. In the event that the changes revert due to physical damage, another text box is displayed
What I tried first was to link the skill to a common event that flipped a switch, caused the battler image to change, and added the stat changes and new skills to the character, and then I used a parallel common event triggered by the switch to undo all the changes. This worked okay, but I couldn't implement the chance-to-revert-upon-taking-physical-damage bit.
My next thought was to try making the skill inflict the state "transformed" on the character, giving this state the property of randomly reverting when the character took physical damage, and running a parallel common event with a conditional branch "If this character is in state: transformed, change battler graphic to Monster.png and add skills A, B, and C -- If not, change batter graphic to Character.png and forget skills A, B, and C". Sadly I could not make this work, and I have no idea why. :blush:
Finally I tried simply adjusting the Transformed state settings so that it ran a 1-frame animation of the actual battler image flashing completely transparent and the image of my desired battler image flashing in its place. This worked better than I expected it to, visually at least. Sadly, is still had problems, specifically, I wasn't able to add the new skills this way, and I couldn't display any other status effects while this one was active (the source material I am working from demands that the character be shown visually both transformed into this monster state, and benefiting from enhancements from a certain magic item, simultaneously).
So that's what I'm up against. I know you guys have both a lot more experience with XP, and a lot more technical knowledge, than I do. Any input would be greatly appreciated. Thanks!
Second, I'm a non-scripter, so bear with me if my problem is dumb.
My ultimate goal is to give one of the characters in my game a skill that has the following affects:
1. A text box is displayed upon using the skill
2. The character's stats change
3. The character's battler's appearance changes to that of a monster
4. The character learns several new skills
5. All the changes are reverted at the end of the battle
6. All the changes have a chance to revert if the character takes physical damage
7. In the event that the changes revert due to physical damage, another text box is displayed
What I tried first was to link the skill to a common event that flipped a switch, caused the battler image to change, and added the stat changes and new skills to the character, and then I used a parallel common event triggered by the switch to undo all the changes. This worked okay, but I couldn't implement the chance-to-revert-upon-taking-physical-damage bit.
My next thought was to try making the skill inflict the state "transformed" on the character, giving this state the property of randomly reverting when the character took physical damage, and running a parallel common event with a conditional branch "If this character is in state: transformed, change battler graphic to Monster.png and add skills A, B, and C -- If not, change batter graphic to Character.png and forget skills A, B, and C". Sadly I could not make this work, and I have no idea why. :blush:
Finally I tried simply adjusting the Transformed state settings so that it ran a 1-frame animation of the actual battler image flashing completely transparent and the image of my desired battler image flashing in its place. This worked better than I expected it to, visually at least. Sadly, is still had problems, specifically, I wasn't able to add the new skills this way, and I couldn't display any other status effects while this one was active (the source material I am working from demands that the character be shown visually both transformed into this monster state, and benefiting from enhancements from a certain magic item, simultaneously).
So that's what I'm up against. I know you guys have both a lot more experience with XP, and a lot more technical knowledge, than I do. Any input would be greatly appreciated. Thanks!