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RMRK RPG Maker Creation => General Tutorials and Eventing => RPG Maker General => Tutorials Database => Topic started by: Alerith on December 11, 2006, 10:26:50 PM

Title: AG- Werewolf System
Post by: Alerith on December 11, 2006, 10:26:50 PM
So you want your character to be a werewolf eh? Thats cool. Who doesn't want razor sharp claws, hair covering their body and their breath smelling like infants? If thats what floats your boat, go for it. Here is the hows on what to do.

First you need to have a day and night system. See my Day and Night guide on how to set it up.

(Note: This werewolf system will only work with my day and night system.)

First create a werewolf hero. The one that your main hero will change into. This includes skills, class, etc. etc.

--------------------------------------------------------------------------------

Now that you have my day and night system set up you simply need to create two more common events.

Example: Common Event 002: Human
         Common Event 003: Wolf

Now, in the day and night system you will notice that there are two switches used to show the difference between night and day: Daylight and Nighttime. You need to add one more event to it, which is to point at the common events for your wolfman (or woman). (There is a common event option on page 1 of the list of actions.) So it will look like this:

[Loop]
Trigger Operation: 002: Daylight is OFF
Common Event: Wolf
Tint screen: -87, -87, -87, transition frames: 40
Trigger Operation: 002: Nighttime is ON
Wait: 999 frames.
Trigger Operation: 002: Daylight is ON
Common Event: Human
Tint Screen: 0, 0, 0, transition frames: 40
Trigger Operation: 002: Nighttime is OFF
[End Loop]

Now your triggers will point to the proper common events.

Now what you do in the Human is this:

Conditional Branch: Switch Daylight is ON:
Flash Screen (255,255,255) at 50 Frames.
Change Party: Remove <HeroWolf>
Change Party: Add <HeroHuman>

Simple eh? Now the wolf event:

Conditional Branch: Switch Nighttime is ON:
Flash Screen (255,255,255) at 50 Frames.
Play Sound Effect: Howl
Change Party: Remove <Hero>
Change Party: Add <Herowolf>
-------------------------------------------------------------------------------------

Boom! Werewolf system done. Now your character will transform into a werewolf whenever the time of day switches.

The flash screen is to make it look cool and the howl is to make it sound cool. Although I think you may need to find a Howl sound online because RMXP doesnt come with one to my knowlage.



Title: Re: AG- Werewolf System
Post by: :) on December 11, 2006, 11:38:27 PM
I like it, haven't tested, but looks cool! another way can also be instead of making a new hero, just have the spirit set for the hero change. anyways cool!
Title: Re: AG- Werewolf System
Post by: Alerith on December 11, 2006, 11:45:21 PM
I like it, haven't tested, but looks cool! another way can also be instead of making a new hero, just have the spirit set for the hero change. anyways cool!

I thought of that too. But the thing is, if you enter a battle while your in werewolf mode, you should be FIGHTING in werewolf mode.

Rather than changing just the tileset, then adding skills, subtracting skills, chaning limits, adding limits etc., you have it all done by simply swapping out the party members.  :-X

I did your idea before at first. And it was all fun until I had to adjust each and every trigger to give or take away skills depending on the hero's state.

But yea, it's alot of fun. Hope you can use it, it really adds a nice touch to most fantasy/dark games. ;D
Title: Re: AG- Werewolf System
Post by: :) on December 11, 2006, 11:47:12 PM
I might give this a spin in my next game! will credit you for sure...just a warewolf in my current game would look funny.  ;D...heck you could even make zombies using this!!!!!
Title: Re: AG- Werewolf System
Post by: Alerith on December 12, 2006, 12:00:19 AM
Ooooo, zombies.....

I think I smell a Resident Evil game in my near future.  :o
Title: Re: AG- Werewolf System
Post by: :) on December 12, 2006, 12:02:00 AM
lol,!!! na I will be making a totally unique game but it will have...ZOMBBIES
Title: Re: AG- Werewolf System
Post by: Alerith on December 12, 2006, 12:15:28 AM
And judging by your avatar, your a LoD fan. I am too. I think it was better than alot of Final Fantasy games.

This event layout can be adjusted to create days of the week.

You could make it so, rather than a werewolf, you transform into a Dragoon or Dragon or something to that effect during different days. Like a fire day one of your heros changes to the Red Dragoon, Dark day someone transforms into the Dark Dragoon, light days someone transforms into the Divine or White dragoon etc.

Its actually a very nice thought.....ill be working on that.  ;D
Title: Re: AG- Werewolf System
Post by: Cheal on December 12, 2006, 12:32:16 AM
Well, it's a great idea. I can't wait to use this in my new game that's in progress. This and your Day/Night system go well together and are really easy for a beginner like myself. Good job.  ;D
Title: Re: AG- Werewolf System
Post by: :) on December 12, 2006, 12:34:06 AM
And judging by your avatar, your a LoD fan. I am too. I think it was better than alot of Final Fantasy games.


lol, Yes I gues You haven't noticed my game in the projects section  :D
Title: Re: AG- Werewolf System
Post by: Winged on December 12, 2006, 08:29:19 AM
It looks awesome! How about an animation being played transforming?

~Winged
Title: Re: AG- Werewolf System
Post by: Blizzard on December 12, 2006, 01:35:21 PM
Code: [Select]
Conditional Branch: Switch Daylight is ON:
Flash Screen (255,255,255) at 50 Frames.
Change Party: Remove <HeroWolf>
Change Party: Add <HeroHuman>

and

Code: [Select]
Conditional Branch: Switch Nighttime is ON:
Flash Screen (255,255,255) at 50 Frames.
Play Sound Effect: Howl
Change Party: Remove <Hero>
Change Party: Add <Herowolf>

will only work if you have only one party member. Otherwise the new member (hero or werewolf) will always be added at the end of the party.

I suggest using a day and night system and just having a common event that changes one character's graphics if day switches to night or otherwise. If you want to have different skills, too, just add/remove them also. You can easily check the level of the char and add/remove skills if skills are being learned through levels with the werewolf like with the normal character.
Title: Re: AG- Werewolf System
Post by: Alerith on December 12, 2006, 06:13:12 PM
Code: [Select]
Conditional Branch: Switch Daylight is ON:
Flash Screen (255,255,255) at 50 Frames.
Change Party: Remove <HeroWolf>
Change Party: Add <HeroHuman>

and

Code: [Select]
Conditional Branch: Switch Nighttime is ON:
Flash Screen (255,255,255) at 50 Frames.
Play Sound Effect: Howl
Change Party: Remove <Hero>
Change Party: Add <Herowolf>

will only work if you have only one party member. Otherwise the new member (hero or werewolf) will always be added at the end of the party.

I suggest using a day and night system and just having a common event that changes one character's graphics if day switches to night or otherwise. If you want to have different skills, too, just add/remove them also. You can easily check the level of the char and add/remove skills if skills are being learned through levels with the werewolf like with the normal character.

Heh, yet again blizzard points out flaws in my system that I had not taken into account.

In the game which I use this system, I only have one hero, so you are, as always, absolutely correct.

But in games where you don't really have one main hero, party order doesnt really matter unless there are certain events within a battle that require hero 1, hero 2, etc.

So I guess this system is situational.
Title: Re: AG- Werewolf System
Post by: Blizzard on December 12, 2006, 09:14:12 PM
Of course it is. I only mean it won't be used to much in this form, since many RM games DO have more than main character. :-\ You could use a little trick with the Call script command to "fix" that.
Title: Re: AG- Werewolf System
Post by: Alerith on December 14, 2006, 06:31:09 PM
Heh, well as can be seen, im no scripter.

How would I go about using this "call script" command in this manner?
Title: Re: AG- Werewolf System
Post by: Blizzard on December 14, 2006, 07:51:09 PM
I've had a little more time and made an add-on for you.

Code: [Select]
NORM_ID = 1
WERE_ID = 2

class Game_Party

  def werewolf_swap
    for i in 0...@actors.size
      if @actors[i] == $game.actors[NORM_ID]
        @actors[i] == $game.actors[WERE_ID]
        $game_player.refresh
        break
      eslif @actors[i] == $game.actors[WERE_ID]
        @actors[i] == $game.actors[NORM_ID]
        $game_player.refresh
        break
      end
    end
  end

  def werewolf?
    for i in 0...@actors.size
      return true if @actors[i] == $game.actors[WERE_ID]
    end
    return false
  end
 
end

Set the two variables NORM_ID and WERE_ID to the following actor IDs in your database:
NORM_ID - character in normal form
WERE_ID - character in werewolf form

You can make the character transform with this Call script command:

Code: [Select]
$game_party.werewolf_swap

If you need to check if the character is a werewolf, just use this script in Conditional branch (4th tab, bottom).

Code: [Select]
$game_party.werewolf?

It will return true if the character already is a werewolf. Note that this works only with one character. If you have two werewolfs there is a different code needed.
Title: Re: AG- Werewolf System
Post by: Alerith on December 15, 2006, 04:02:33 PM
Brilliant! Thanks alot. Only one character has the werewolf ability so this is perfect. Thanks a ton!
Title: Re: AG- Werewolf System
Post by: Blizzard on December 15, 2006, 05:20:25 PM
I could include this in Tons of Add-ons later. :)