This effect allows you to transform one battler to another by applying a state. Adding it to an actor will transform to another actor, while adding it to an enemy will transform it to another enemy.
The transformed battlers have the following properties
- Changed class
- Changed parameters
Along with the optional properties
- Changed skills
- Changed equips
Script: download here
Required: Effects Manager
Place this script below Effects Manager and above Main
Tag your state with
<eff: shape_shift battler_ID change_equips change_skills>
`battler_id` - either the ID of the actor or an enemy, depending on the battler type `change_equips` - true or false, if you want to transform equips `change_skills` - true or false, if you want to transform skills
If you don’t want to change equips or skills, then your old equips or skills
will only be preserved if the transformed battler can equip or use those
equips or skills.
If you want to change to actor 5, change the equips to the new actor’s
equips, but use the original actor’s skills, tag a state with
<eff: shape_shift 5 true false>
Actor 5 will need to have the appropriate “equip” and “skill type” features.
How would i go about having a transformed Actor revert back to the original upon being K.O’d? I’ve been trying several things with Common events and its not working.
First of all great script, thank you 🙂 Everything seems to work fine except one thing – when the character reverts back to its original form after the battle, all their skills are gone [they gain skills from crystals, not by leveling] – how would I make it so they remember the skills when reverting back to that character?
Nevermind, someone helped me fix the problem – for anyone else facing this issue here’s how it was solved http://forums.rpgmakerweb.com/index.php?/topic/69760-shapeshift-script-problem/
I seem to have a problem getting the equips to transform, regardless of whether I set change equips to true or false it maintains the old equips and doesn’t equip the new ones.
What is your note-tag?
The notetag is eff: shape_shift 12 true true.
If the party wins the battle, does the original actor get the EXP or does the temporary actor get the EXP?
The original actor receives the EXP. The temporary actor is only used to pull information from: instead of thinking of it as changing from one actor to another, you can just think of the original actor switching classes/graphics or something.
Interesting Script. Will the character be able to keep his or her levels and stats when transforming?
It will preserve the level, but if the target actor is a different class, then the stats will be different.
I’m using animated battlers for my game and I want to change the battlers when the shape shift occurs. Is there a way to also change the battler note tags to those of the new actor?
Upon transformation, the actor takes on the role of the new actor, note-tag included. The animated battler script probably assumes the battler’s name does not change during battle.
Sorry, can you help me make this script work with Galv’s Animated Battlers?
I know you’re not accepting compatibility requests, but I really like this script.
Untested but after lines 142 and 160 of the shapeshift script, type
setup_animated_battlerso that the game will refresh the animated battler name.
I appreciate the help with refreshing the actor’s battler’s when a shapeshift state is applied. Is it possible to do the same for enemies? When I apply a shapeshift state to an enemy, they change stats but don’t change battlers.
Looking at the script I’m actually expecting the game to crash when the enemy’s state is removed. And it does…which is not good. I will update the script and then provide instructions for how to get galv’s script to work. I think it will be the same procedure (add the
setup_animated_battler). I might be able to make it so that you just need to add it in one place.
I’ve updated the script. Trying adding
setup_animated_battlerunder line 108 and 111. I’m not sure how enemy battlers work in galv’s script but if it’s the same as actors that might work.
thank you it works. It has one last problem though. When a character dies while it has a shapeshift state, it remains in that form even if the state leaves. Is there a way to remove the form along with the state when the character dies?
Add this somewhere in your project https://gist.github.com/HimeWorks/675fb008f17a2bac754a
awesome, thanks, you’re the best
Thanks you’re the best!
Is there a way to have exceptions to this script? Like maybe allow some states to remain after death?
No. It’s just a simple workaround to get around the “all states cleared out after death” problem. I would suggest looking for a separate script for a more appropriate solution.
Will your permanent state script be able to work with this?
It’s because I also have this boss where they transform into another boss during the fight. Instead of dying as they boss, they instead use the animation for the original enemy.
Terribly sorry! I figured it out! Thanks!
I had no idea you can put state IDs on that script
Good to hear. I wasn’t sure whether it was possible but it seems like it is!
Whoa cool! Thanks a lot!
I’ve been playing around with this script expecting it to also change the actor’s battler to the new actor’s. It doesn’t change the battler sprite?
Is there a way for the transformation to also affect note tags? Like switch not tags into those of the new character?
Hey Hime! I’ve got a favor to ask. I’ve been using Mog Hunter’s Battle Hud Ex (Silver Hawk Theme) and I’ve been wondering, is there a way to have the Actor’s Face Set change while the Actor is shapeshift/transform with another actor with a different Face Set?
In the Face Set used during battle, their labeled as “Face_1″(meaning that’s the faceset that’s gonna be used by actor 1) and so on. When I use the skill, the transform works but, the Actor face… does not change. Will you be able to have the time to create a patch or something for that?
Can you create a demo with only the relevant scripts and send it to me?
http://www.mediafire.com/download/13vpcwtrcc4ualg/Mog+Hunter+and+Hime.rar Here you are~! The Battle Hud I’m using is here along with the Effect and Shapeshit script you’ve created. THe Battle Hud is in another language (Portuguese)
I’ve been wondering, any progress with the Mog Hunter Battle Hud Ex thing? Also, is there a way to automatically shapeshift back into the original actor at the end of a battle and right before EXP is distributed? I get this error when the battle ends if an actor is still shapeshifted:
Script ‘Game_Actor’ line 171: NoMethodError occured.
undefined method `object’ for #RPG::Weapon:0x8ea81cc (Has <> at the beginning of RPG and end of c)
Sorry, I have not got around to looking it yet.
This should refresh the battle HUD’s face. For the shapeshift revert you’ll have to find a way to remove the state before the end of battle since that’s what triggers the revert to occur.
Hello again, Tsuki! That’s a neat script, i’ll say, but i’m facing some problems. My main character’s (The only one that’ll be able to choose this class) appearance, class, race, and name, is choosen at the start of the game. I can still transform, however, When the battle ends (Or i revert), the character reverts to it’s first state (AKA, No name, preset class, no appearance). Is there any way to stop this?
I use scripts to make the scene to choose Race, Class, and Appearance, and i use the event command to change names. Namely, the script is called Kaimonkey’s Character Creation with Races.
BTW, sorry if i sounded too casual calling you “Tsuki”.
The problem here is that my script assumes all of the actor data is pulled from the database, rather than from the local game actor objects. This is a serious issue because my assumption basically says “actor data does not change throughout the game”, which is clearly wrong.
Things like equips are handled properly, but everything else is not.
I have updated the script to address the issue.
Something strange happened, though.
“Script Hime Instance Items line 514: Type error occurred.
Can’t convert RPG::Weapon into integer.”
I “kinda fixed” that error by unnequiping my weapon, but at the end of the battle i got another error; same line, “No implicit conversion from nil to integer”;
It fixed itself once i turned the notetags like this: < eff: shape_shift 10 true false >
Loading equips may give it an error, but since it’s loading my character’s name and icon, i’m pretty happy with it. Thanks!
What note-tag are you using for this? I’ve tried both true and both false but still haven’t managed to get the equip issue.
I used < eff: shape_shift 10 true true >, actor 10 without any weapons or armor.
I am unable to reproduce this issue with the same note-tag and target actor with no equips. Does this issue occur in a new project?
Welp, another problem. I can’t seem to revert at the battle’s end, even if i set the state to revert.
What do you mean by “set the state to revert”? My state is set to remove at battle’s end and after the battle my actor reverts to normal.
That’s the problem, mine too, and i’m having problems manually reverting the transformation in-battle. I do think it may be something about my other scripts. I can list my scripts, or send you the project in question (However, i think it would be a bit hard, as the game is on my native language.). i’ll make a document with all the scripts i’ve used, and link it here, right now, tho’.
Here it is: http://pastebin.com/xbQ3Tt2H
New update: Just tried in a new project again without any equips. With/Without Equips and “True true”, i get error 31, and without equips with “true false”, i don’t get any error, transforming or reverting since the second “True/False” is about skills, and both the class that transforms and the transformed class share the same skillset, i’d think it’s that. However, while it works flawlessly on a new project, i’m still finding some problems with my original project, i fear..
I have found the equip issue and have resolved it. See if it works in your project.
As far as i’ve seen, it’s totally fixed (And trust me, i’ve been doing this for 4 hours, i found lots of errors on my project caused by one script x_x) Anyways, it’s working now, thank you very much!
This effect just in battle?
This script was designed to be used in battle. I’m not sure if it works outside of battle.
When I Use the script,
"Script 'Game_Actor' line 52: TypeError occurred.
no implicite conversion from nil to interger"
appears when I select new game from the start menu. Is it a clash with another script, and if it is, what kind of script would it be clashing with?
You're going to have to debug your project and figure out which script is causing the problem. I have not seen this issue before.
When I used this script I got an error screen when I started play testing the game, it said; Script 'Game_Actor' line 52: TypeError occurred
Sorry to bother you Tsuki… It is posible to remove the shapeshift state if the character is knockaut?
Look for a script that will change the way states are handled when the battler dies. The default method assumes that the states are just deleted without properly "removing" them.
I will do it… It looks pretty bad when a character runs from a battle with a dead shapeshifted hero.
The script works but I have one question. I am not a scripter but I noticed that when the
enemy shapeshifts, it does not have maximum hit points of new creature. i.e. I want the slime to turn into a wisp. It does so but it keeps the slime’s current hp. How would I set it up so that it has current hp equal to the new creature’s mhp.
Easiest way is to go into the script, at line 100, add a new line
@hp = mhp
Which will set the HP to the max HP after transforming