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PostPosted: June 30th, 2007, 11:56 pm 
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RPG MAKER 3:

Ok so I am working on a game where the main character is a Werewolf, and I am having the hardest time trying to implement this. I created two characters with the name Kain, one a werewolf and one a human.

for the human I have the night event on his character sheet set to something similar to this

>Add Party Member Kain (Werewolf)
>Change Active Party To Kain (Werewolf)
>Remove Party Member Kain (Human)
--
In the game however, night comes and nothing happens. If anyone could help me set this up to work correctly I would greatly appreciate it.


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PostPosted: July 1st, 2007, 4:53 am 
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The night event code for a character only activates if the player talks to
that character. Same goes for the day code. It should only be used for
NPCs.

To have this guy change into a werewolf, you're gonna have to create an
auto-event in every location where the player could possibly go... field
map, town, every house, every floor of every dungeon... these auto-
events detect if it's "night" and change the character into a werewolf.
Have the event switch to Mode 2. Mode 2 should check to see if
it's "morning" and change him back to a human, then switch back to Mode
1.


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PostPosted: July 1st, 2007, 1:29 pm 
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I was wondering when someone would try using that idea.

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PostPosted: July 1st, 2007, 2:13 pm 
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Crythania wrote:
The night event code for a character only activates if the player talks to
that character. Same goes for the day code. It should only be used for
NPCs.

To have this guy change into a werewolf, you're gonna have to create an
auto-event in every location where the player could possibly go... field
map, town, every house, every floor of every dungeon... these auto-
events detect if it's "night" and change the character into a werewolf.
Have the event switch to Mode 2. Mode 2 should check to see if
it's "morning" and change him back to a human, then switch back to Mode
1.


Thanks, that will help considerably, since I am new to RPGM3 I am not sure about the event setup fully yet, I keep hearing people talk about modes, perhaps thats why my money event keeps repeating. and do I use the same commands as i did when i first made my event originally? sounds sound just not sure how to keep the levels up to par. btw if you dont mind answering a newbie question, how do i setup the modes?


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PostPosted: July 1st, 2007, 4:25 pm 
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wooo! I figured out modes and now have a fully working werewolf, kind of annoying to put a invisable event on every map screen, but if thats what it takes to make this work..and anyone else who is interested in creating a werewolf, these are the steps to take...

#1 Create 2 characters with the same name, one being human and the other being the wolfman.

#2 Create a auto event on a map with the following commands or similar
mode 1
set the event time evening

event code: Display message, such as "Character Transforms" with no picture.
then goto party event andm -> add party member (wolf char)
then add party event -> make active (wolf char)
then add party event -> remove memeber (human)
then add Prop Control-> Modify Mode to 2

under the mode 2 tab, do the same but in reverse (ie. instead of adding the wolf add the human, instead of event time evening, should be morning, instead of swithching to mode 2 you would switch to mode 1)

and as stated before, this needs to be a invisable event put into every area the character can possibly enter, doesnt matter where in the area you drop the event, as long as its there.

Thanks for the help guys


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PostPosted: July 1st, 2007, 9:07 pm 
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Yep, that's how it's done. Welcome to the world of RPG Maker 3. And
welcome to the Mag, too. :)

You can also add in sound effects or a screen effect to spice up the
transformation. Play around with it and see what you can do.

Note that the two characters (human and wolf) will have separate item
inventories. They might be able to share the same treasure item
inventory because that's for the entire party. But if Mr. Man went to the
local pub and bought a Diet Ale and then transforms into Mr. Wolf, the
item won't carry over into Mr. Wolf's inventory.


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PostPosted: July 1st, 2007, 11:33 pm 
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Crythania wrote:
Yep, that's how it's done. Welcome to the world of RPG Maker 3. And
welcome to the Mag, too. :)

You can also add in sound effects or a screen effect to spice up the
transformation. Play around with it and see what you can do.

Note that the two characters (human and wolf) will have separate item
inventories. They might be able to share the same treasure item
inventory because that's for the entire party. But if Mr. Man went to the
local pub and bought a Diet Ale and then transforms into Mr. Wolf, the
item won't carry over into Mr. Wolf's inventory.


Cool thanks, Yep I owned RPG Maker 1 way back a long time ago when it first came out, not sure whatever happened to it. but when I saw they had a 3 in the bargain bin at gamestop for only $14 dollars, I had to give it a try. so far except for a little repetiveness I am having a great time, I mean you can make a great game out of any engine if you just put thought and time into it. My game for RPGM3 won't be even be close to completion for some time, but I will update you on the story when its close to being done and post it when its finished, aside from the werewolf idea, I am not ruining the suprises now =) as I have a lot more of them in store. BTW I think the Mag is pretty cool.


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