that's too easy.. :roll:
ok let's start with the clock:
http://www.crankeye.com/forums/viewtopic.php?t=4361ok now we got an events clock which is so much better than any stupid script clock cause the player can set the time and sleeping can add hours and so on
ok so say you wanna change, then you make this event:
remove hero (human form)
add hero (monster form)
that's it, for any hero you make , make a monster hero, or 2, or 10
i can't recall if there is a hero X level =hero Y level but i know that you can make hero X level= variable Y
so if you can't do the first then do:
variable Y = hero Y level
hero X level = variable Y
that way your monsters will have the same level, stats are up to you.
effects:
the vampire is 100% like my pet hunger system, could be found here:
http://www.crankeye.com/forums/viewtopic.php?t=4567in short:
make a variable, stick it in a parallel process that looks like:
wait 100 frames
hunger: +100
or anything like that
then make:
if hunger =1000 then
message: you better get blood soon
if hunger =1500 then
gameover
or something like that, your call about the time periods and the warnings, you can also tint the screen red.
werewolf: now that's unlike vampire will take a diffrent event, where the change hero is simply put : switch(wolf) =on
then in the clock event add:
if hour >8 then
-if am =off then (meaning it's pm)
---if switch(wolf) = on then
----remove/add hero to change into wolf, as explained with the vampire
any of the elses should lead into changing back to human by:
remove wolf hero, add normal hero all the time
if hour < 6 then
if am =on then
(just like above, so that it will last all night long)
zombie:
changing like vampire, he will also have a switch and a parallel going:
if switch zombie = on then
-if sword is equipped then
--add item: poison sword
--change weapon: unequipped
--remove item: sword
--change weapon: poison sword
(do every weapon like that)
else (zombie = off)
-if posion sword is equipped then
--add item: sword
--change weapon: unequipped
--remove item: poison sword
and so on just like the normal one
curse removers:
vampire, hero touch event next to any mirror will remove the vampire hero and add the normal hero
link the item to a common event, make the item consumable, common event will turn switch(wolf) off
and just in case will also remove wolf hero and add normal hero
zombie:
zombie switch= off
hero changing
that's all.
same with the demon and a priest npc, i suppose you can figure it out, i didn't include him cause you didn't mention him at all