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Transform Ability

Hey, this is my first time posting a request, well posting at the site in general lol. I was just enquiring about the ability to transform in battle. If anyone has played Legend Of The Dragoon, i want something that when you have a certain crystal your able to transform like they do on LOTD. I tried the summon script by sephiroth but i cant get it to do what i want. Also, i want it so when you transform the thing you turn into has its own abilities.

So like Arshes transforms into fire elemental. He, would get new skills and say the ability to cast magic. Also, would it be possible to get a submenu in the main menu, where you can check the stats and stuff the transformed being?

Im using the basic rtab by cogwheel for my battle system and the ff7 menu system. Codes below

Code:
*********************************************************
#Final Fantasy VII menu setup by AcedentProne
#*********************************************************
#To use:
#If you do not want Faces, go to line 94
#and change delete the # of draw_actor_graphic
#and put a # infront of draw_actor_face
#
#Create a new folder in the Characters folder, and call it Faces
#Adding faces: add a 80x80 picture with the same name as the characterset it
#corrosponds with in the Faces folder


#========================================
#â–  Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================


class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
  bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#â–  Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

def name
$map_infos[@map_id]
end
end

#========================================
#â–  Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end




#==============================================================================
# â–  Window_MenuStatus
#------------------------------------------------------------------------------
#  Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 560, 454)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $defaultfonttype
  self.contents.font.size = $defaultfontsize
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 94
    y = i * 110
    actor = $game_party.actors[i]
    draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
    #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
    draw_actor_name(actor, x, y)
    draw_actor_class(actor, x + 72, y)
    draw_actor_level(actor, x, y + 18)
    draw_actor_state(actor, x + 144, y)
    draw_actor_exp(actor, x+ 144, y + 38)
    draw_actor_hp(actor, x, y + 38)
    draw_actor_sp(actor, x, y + 58)
  end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 110, self.width - 32, 96)
  end
end
end

#=======================================#
# â– Window_GameStats                                                             #
# written by AcedentProne                                                          #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
 super(0, 0, 160, 60)
 self.contents = Bitmap.new(width - 32, height - 32)
# Font used in windows 
$defaultfonttype = $fontface = $fontname = Font.default_name = "Tahoma"

# Font size used
$defaultfontsize = $fontsize = Font.default_size =  18
 refresh
end

def refresh
 self.contents.clear
 #Drawing gold into separate commas by Dubealex
 case $game_party.gold
   when 0..9999
     gold = $game_party.gold
   when 10000..99999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
   when 100000..999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
   when 1000000..9999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
   end
#Draw Gold
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word)
 self.contents.font.color = normal_color
 self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2)
 self.contents.font.color = system_color
 # Draw "Time"
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, -10, 120, 32, text, 2)
self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 120, 32, "Time")
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
 end
end
end

#==============================================================================
# â–  Window_Mapname
#------------------------------------------------------------------------------
#  Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 44)
self.contents = Bitmap.new(width - 52, height - 32)
# Font used in windows 
$defaultfonttype = $fontface = $fontname = Font.default_name = "Tahoma"

# Font size used
$defaultfontsize = $fontsize = Font.default_size =  18
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear

# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, -10, 220, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(175, -10, 80, 32, $game_map.name)
end
end

#==============================================================================
# â–  Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu layout as requested by AcedentProne.
#==============================================================================

class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------

def initialize(menu_index = 0)
 @menu_index = menu_index
end
def main
    
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save"
 s6 = "Exit"

 #--------------------------- edit-------------------------------  
 # Command menu
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
 @command_window.x = 640 - @command_window.width
 @command_window.y = 480
 @command_window.z = 110
 @command_window.index = @menu_index
 #If certain options are avaliable
 if $game_party.actors.size == 0
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
 end
 if $game_system.save_disabled
   @command_window.disable_item(4)
 end
 #Showing location window
 @map = Window_Mapname.new
 @map.x = 640 - @map.width
 @map.y = 0 - @map.height - 1
 @map.z = 110
 #Showing the game stats
 @game_stats_window = Window_GameStats.new
 @game_stats_window.x = 0 - @game_stats_window.width
 @game_stats_window.y = 480 - @map.height - @game_stats_window.height
 @game_stats_window.z =110
   
 #Showing the Menu Status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 640
 @status_window.y = 8
 @status_window.z = 100

    
 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
 end
 Graphics.freeze
 @command_window.dispose
 @game_stats_window.dispose
 @status_window.dispose
 @map.dispose
end
#--------------------------------------------------------------------------
#Defining the delay
#--------------------------------------------------------------------------
def delay(seconds)
 for i in 0...(seconds * 1)
   sleep 0.01
   Graphics.update
 end
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
 @command_window.update
 @game_stats_window.update
 @status_window.update
 @map.update
#Moving Windows inplace
 gamepos = 640 - @game_stats_window.width
 mappos = 480 - @map.height - 1
 if @command_window.y > 0
 @command_window.y -= 60
end
 if @game_stats_window.x < gamepos
 @game_stats_window.x += 80
end
 if @map.y < mappos
 @map.y += 80
end
 if @status_window.x > 0
   @status_window.x -= 80
 end
 #Saying if options are active
 if @command_window.active
   update_command
   return
 end
 if @status_window.active
   update_status
   return
 end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
 # If B button is pushed
 if Input.trigger?(Input::B)
   # Plays assigned SE
   $game_system.se_play($data_system.cancel_se)
   #Looping for moving windows out
    loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
  # Go to Map
 $scene = Scene_Map.new
   return
 end
 # If C button is pused
 if Input.trigger?(Input::C)
   # Checks actor size
   if $game_party.actors.size == 0 and @command_window.index < 4
     # plays SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   case @command_window.index
   when 0  
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
     $scene = Scene_Item.new
   when 1
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 2
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 3  
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 4
     if $game_system.save_disabled
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
    $scene = Scene_Save.new
   when 5
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
      $scene = Scene_End.new
   end
   return
 end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @command_window.active = true
   @status_window.active = false
   @status_window.index = -1
   return
 end
 if Input.trigger?(Input::C)
   case @command_window.index
   when 1
     if $game_party.actors[@status_window.index].restriction >= 2
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
     $scene = Scene_Skill.new(@status_window.index)
   when 2
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
     $scene = Scene_Equip.new(@status_window.index)
   when 3
     $game_system.se_play($data_system.decision_se)
     loop do
     if @command_window.y < 480
      @command_window.y += 40
     end
     if @game_stats_window.x > 0 - @game_stats_window.width
      @game_stats_window.x -= 40
     end
     if @map.y > 0 - @map.height
      @map.y -= 40
     end
     if @status_window.x < 640
      @status_window.x += 40
     end
     delay(0.5)
     if @status_window.x >= 640
      break
    end
   end
     $scene = Scene_Status.new(@status_window.index)
   end
   return
 end
end
end

Thats the code for the menu and below is the code for the hp/sp/exp bars.

Code:
# â€ÂÂ
 

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