Uh... yes, there's some room for improvement there. Let's go through this step by step.
Image 1: The transformation skill itself. Looks fine, as far as I can tell. Calls Common Event 1.
Image 4: Common Event 1 (Beast David.) Lots of work to do here...
1: The trigger should not be Autorun-- it should be "None." "None" means that the event will not run until it's called by another event or skill, and that's exactly what you want.
2: Part of the event turns Switch 0003 ON. When this switch is ON, CE 1 will Autorun-- that is, it will stop the player from doing anything while the event runs. But there is nothing in the event that turns Switch 0003 OFF. This means that the event will cycle endlessly, freezing the game. (It will cycle the
entire event, too-- the timer will keep getting reset to two minutes.)
3: When Beast David is added to the party, you included the "Initialize" flag. This will reset Beast David to whatever level you have as the
starting level for that character. In other words, Beast David will never gain levels.
4: You have the Conditional Branch for the timer in the same event that starts the timer. This, as I have explained before,
will not work. The event that checks the timer need to be a
separate, Parallel Process event.
Image 3: Common Event 3 (Beast Revert)
This event is Parallel Process-- it will run forever, in the background, as long as switch 51 is ON. When this event is activated, it
only calls another Common Event. Therefore, this event serves no purpose whatsoever.
Image 4: Common Event 4 (End)
This event is
also Parallel Process, and will run forever, in the background, as long as switch 52 is ON. It removes Beast David from the party, and returns David. Because the Initialize Flag is ON, David will be reverted to his starting level (presumably 1) whenever he transforms back.
Here's how I'd construct the events you want:
http://i234.photobucket.com/albums/ee10 ... Event1.png[/img]
Note that its trigger is "None"-- it runs when the transformation skill calls it, only.
Also note that I don't have the party change set to Initialize the party members.
http://i234.photobucket.com/albums/ee10 ... Event2.png[/img]
This one's Parallel Process, and it's activated by the switch that the previous event turned ON. Note that it turns itself off when the timer runs out.
Is that more helpful?