06-03-2016, 01:46 PM 
	
	
	
		It's possible but I don't really want to give every enemy a "Burn" state when I use Fire elements. These sort of "transformations" are very condition-specific.
Changing an Oily Body into a Flame Soul via "Fire" elemental attacks.
Changing an Armed Trooper into a Naked Trooper via "Steal" related commands.
Changing a Heli-Trooper into a Heli-Trooper (Grounded) when HP is below 30%.
The settings require a little bit of work, but it's functional! The script used to be functional too, but apparently Items no longer apply effects. I'll figure it out over the weekend.
	
	
	
	
Code:
#-----------------------------------------------------------------------------
  # * Transformations = {enemy_id => Proc.new {|enemy, attacker|, ...}, ...}
  #-----------------------------------------------------------------------------
  Transformations = {
################################################################################
# ~**                        Configuration : BEGIN                         **~ #
################################################################################
  #-----------------------------------------------------------------------------
  # * Oily Body => Flame Soul
  #   Condition : Skill effect is Fire elemental
  #   Effect    : Transform into Fire Soul. Retain HP%, MP%, States.
  #-----------------------------------------------------------------------------
  6 => Proc.new {|a, b|
    # Get skill object
    skill = $data_skills[b.current_action.skill_id]
    # If skill is valid and contains Fire element
    if skill.is_a?(RPG::Skill) && skill.element_set.include?(1)
      # Save old HP%, SP% and states
      old_hp, old_sp, old_states = a.hp_percent, a.sp_percent, a.states.dup
      # Transform into Flame Soul
      a.transform(7)
      # Adjust HP and SP according to percentage of current VS max
      a.hp_percent, a.sp_percent = old_hp, old_sp
      # Re-apply status effects
      old_states.each {|state| a.add_state(state)}
    end
  },
  #-----------------------------------------------------------------------------
  # * Armed Trooper => Naked Trooper
  #   Condition : The Steal/Mug effect is successful
  #   Effect    : Transform into Naked Trooper. Set to full health/immortal to
  #               ensure an embarrassing escape.
  #-----------------------------------------------------------------------------
  15 => Proc.new {|a, b|
    # If opponent performs a successful steal
    if b.steal_success?
      # Transform into Naked Trooper
      a.transform(16)
      # Fully replenish HP, SP and states
      a.recover_all
      # Set trooper to immortal
      a.immortal = true
    end
  },
  #-----------------------------------------------------------------------------
  # * Heli Trooper => Heli Trooper (Grounded)
  #   Condition : Trooper's HP is less than 30%, random 1/4 chance.
  #   Effect    : Transform into Heli Trooper (Grounded). Retain HP%, MP%, States.
  #-----------------------------------------------------------------------------
  21 => Proc.new {|a, b|
    # If HP is less than or equal to 30%
    if a.hp_percent <= 30 && rand(4) == rand(4)
      # Save old HP%, SP% and states
      old_hp, old_sp, old_states= a.hp_percent, a.sp_percent, a.states.dup
      # Transform into Heli Trooper (Grounded)
      a.transform(22)
      # Adjust HP and SP according to percentage of current VS max
      a.hp_percent, a.sp_percent = old_hp, old_sp
      # Re-apply status effects
      old_states.each {|state| a.add_state(state)}
    end
  }
################################################################################
# ~**                        Configuration : END                           **~ #
################################################################################
  }Changing an Oily Body into a Flame Soul via "Fire" elemental attacks.
Changing an Armed Trooper into a Naked Trooper via "Steal" related commands.
Changing a Heli-Trooper into a Heli-Trooper (Grounded) when HP is below 30%.
The settings require a little bit of work, but it's functional! The script used to be functional too, but apparently Items no longer apply effects. I'll figure it out over the weekend.

 
 
 What's up, RMers?
 What's up, RMers?
 
 
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