1. Go to your game database (press F9).
2. Open
Common Events tab. By default, you see one empty page (since common events are not necessary in some cases). If you don't have any empty page left, increase the maximum amount of common events by clicking
Change Maximum... button. Either way, choose an empty page, name it as you want.
3. Change the
Trigger to Parallel. This means this common event will always run in the background, waiting for a condition to be met. This condition is a switch being turned on. Now, since you want it to be accessible only by some means...
4. Click the triangle next to
Condition Switch box to open Switch window. Choose a new switch (name it as you like but easy to remember and reasonable). For example, I choose switch
0002 named
Morph unlocked. Press
OK.
You should go back to your game DB window. Now, we make the commands to check what button is pressed and transform the player if necessary. This is how you should do.
When I tell you to
make an X event, double click on
List of Event Commands area. I'll tell you where to double click.
5. Make a
Battle Input Processing event. Assign a variable for it. For example, I set it to variable
0001 named
Button.
6. Make a
Conditional Branch event below (5). Find
Variable, set it to the variable you used at (5), make sure the operator is
Equal to, choose
Constant, and enter one of this number, corresponding to which button you'd like to set for morphing:
RMXP Button = Number
A = 11
B = 12 (DON'T USE THIS; it's menu calling button)
C = 13
X = 14
Y = 15
Z = 16
L = 17
R = 18
Uncheck
Set handling when conditions do not apply. Click OK.
7. Inside (6) (double click after Conditional Branch: Variable ...[/b]), make another
Conditional Branch event. This time, select
Switch, choose a new switch (let's say switch
0001 named
Morph. Make sure the condition
is OFF and
Set handling when conditions do not apply is checked. Click OK.
8. Inside (7) BUT BEFORE
Else, make a new
Set Move Route event. Select
Player. Click
Change graphic... and choose the animal character set. Click OK.
9. Below (8), make a new
Control Switches event. Set the switch you used in (7), so far switch 0001, to ON.
10. Inside (7) AND AFTER
Else, do pretty much the same as (8), except now choose the actor's original character set. Do also (9), but now switch it OFF.
Done! It will look something like this: