RpgMakerMaster
Member
RpgMakerMasters’ Non-Scripters Guide To…
Collection of Personal Tutorials Put Together By
RpgMakerMaster
Updated: July 5 2007
Technical Tips
Event Systems
Edit:
Additions working on
Creating:
Working on:
Unigue Final Fantasy Job System
Horse Race Game
Advanced Teleport System
Making Puzzle Items
Mini Games
Stealing (Outside Battle)
Drunkness, Like Fable
Guide to Advanced NPC
Player Owned Houses
Transformation With Level Inrease
Treasure Chest Sorage
Mini Cart Game
Visual Hp With Events
HUD
Weapon Forging
BlitzBall System
Name Of Town as you Enter
Moving rocks or boxes
Move Message Box out of thee way
Camera Panning
Jump Item
id like to add some more, so please make some requests: here
Please Leave Comments or Ratings, Thank You
Collection of Personal Tutorials Put Together By
RpgMakerMaster
Updated: July 5 2007
Technical Tips
Reducing Event Lag
Parallel processes are constantly being run which causes a-lot of lag.
Try to reduce the ammount of parrallel Processes as possible.
For any that you do use that don't need to be running every single frame, make sure you include a short wait delay in them at the end of your commands.
This works best for auto-run and parallel processes. When they're triggered by a switch, you can simply put that into any other event. Select copy event page, then paste it into one of the others. The page condition should remain the same and the original event will be active whenever that one is. With the same sprite as the original event, this should be completely transparent to the player unless they try to interact with it.
Parallel processes are constantly being run which causes a-lot of lag.
Try to reduce the ammount of parrallel Processes as possible.
For any that you do use that don't need to be running every single frame, make sure you include a short wait delay in them at the end of your commands.
This works best for auto-run and parallel processes. When they're triggered by a switch, you can simply put that into any other event. Select copy event page, then paste it into one of the others. The page condition should remain the same and the original event will be active whenever that one is. With the same sprite as the original event, this should be completely transparent to the player unless they try to interact with it.
This is basic and usually needed for Custom Menu's or a Custom Battle System
In Math whenever you divide and have a remainder. Modulo is the remainder.
Modulos (%) work like this: 15%4=3 and 12%4=0. It's really easy!
Here's the code. I'll explain it when I'm done typing it.
Variables: Var[0001: Hero HP] = 5389
Var[0002: Hero HP Ones] = 0
Var[0003: Hero HP Tens] = 0
Var[0004: Hero HP Hund] = 0
Var[0005: Hero HP Thou] = 0
Code (Parallel Process):
Change Variable[0002 - 0005] = Var[0001]
Change Variable[0002: Hero HP Ones] (Mod) 10
Change Variable[0003: Hero HP Tens] (Mod) 100
Change Variable[0004: Hero HP Hund] (Mod) 1000
Change Variable[0005: Hero HP Thou] (Mod) 10000
Change Variable[0005: Hero HP Thou] - Var[0004]
Change Variable[0004: Hero HP Hund] - Var[0003]
Change Variable[0003: Hero HP Tens] - Var[0002]
Change Variable[0003: Hero HP Tens] / 10
Change Variable[0004: Hero HP Hund] / 100
Change Variable[0005: Hero HP Thou] / 1000
New Variables:
Var[0001: Hero HP] = 5389
Var[0002: Hero HP Ones] = 9
Var[0003: Hero HP Tens] = 8
Var[0004: Hero HP Hund] = 3
Var[0005: Hero HP Thou] = 5
All you do is split the variables into 5389, 389, 89, and 9. You subtract the next var in line to make it 5000, 300, 80, and 9. Then you simply divide by 1000, 100, then 10. You end up with 5, 8, 3, and 9.
In Math whenever you divide and have a remainder. Modulo is the remainder.
Modulos (%) work like this: 15%4=3 and 12%4=0. It's really easy!
Here's the code. I'll explain it when I'm done typing it.
Variables: Var[0001: Hero HP] = 5389
Var[0002: Hero HP Ones] = 0
Var[0003: Hero HP Tens] = 0
Var[0004: Hero HP Hund] = 0
Var[0005: Hero HP Thou] = 0
Code (Parallel Process):
Change Variable[0002 - 0005] = Var[0001]
Change Variable[0002: Hero HP Ones] (Mod) 10
Change Variable[0003: Hero HP Tens] (Mod) 100
Change Variable[0004: Hero HP Hund] (Mod) 1000
Change Variable[0005: Hero HP Thou] (Mod) 10000
Change Variable[0005: Hero HP Thou] - Var[0004]
Change Variable[0004: Hero HP Hund] - Var[0003]
Change Variable[0003: Hero HP Tens] - Var[0002]
Change Variable[0003: Hero HP Tens] / 10
Change Variable[0004: Hero HP Hund] / 100
Change Variable[0005: Hero HP Thou] / 1000
New Variables:
Var[0001: Hero HP] = 5389
Var[0002: Hero HP Ones] = 9
Var[0003: Hero HP Tens] = 8
Var[0004: Hero HP Hund] = 3
Var[0005: Hero HP Thou] = 5
All you do is split the variables into 5389, 389, 89, and 9. You subtract the next var in line to make it 5000, 300, 80, and 9. Then you simply divide by 1000, 100, then 10. You end up with 5, 8, 3, and 9.
Priority set tiles.
Under the tile-set editor, there are like 6 bars, priority being one of them
If you get a script called "pixel based movement", priority 1 is for grass and things you walk through. The higher the priority, the more above other objects it will be. Example, if you make a bush *2, your hero will walk behind it, but not under it, but say you want to make a tree, use priority 3* or 4*, to decide for yourself what priority level to use, think about what the objects height in the real world would be, the taller, the higher priority
Pretty easy but i see and hear about lots of games with trees you can walk right over ><
Under the tile-set editor, there are like 6 bars, priority being one of them
If you get a script called "pixel based movement", priority 1 is for grass and things you walk through. The higher the priority, the more above other objects it will be. Example, if you make a bush *2, your hero will walk behind it, but not under it, but say you want to make a tree, use priority 3* or 4*, to decide for yourself what priority level to use, think about what the objects height in the real world would be, the taller, the higher priority
Pretty easy but i see and hear about lots of games with trees you can walk right over ><
A Little what are they for variables
Set - Sets the value of the
variable to the Operand
+ - Performs addition between the
variable and the Operand
- - Performs subtraction between the
variable and the Operand
* - Performs multiplication between the
variable and the Operand
/ - Performs division between the
variable and the Operand
Mod - Performs division between the
variable and the Operand, this returns the value of the Remainder
Operands:
Constant - Performs an operation on a constant number, like the
number 5 or 3
Variable - Performs an operation
on the value of another variable specified
Random Number - Performs an operation on a random number between
the values specified
Item - Performs an operation on the amount of the item
specified
Hero - Performs an operation on one of the stats of the hero
selected
Monster - Performs an operation on one of the stats of the
monster selected (battle use)
Sprite - Performs an operation on one of the properties of the
event specified.
Other - Performs an operation on the value of one of the things
listed.
Event Reference/Examples
Events Usful with Variables
Input Number
Key Input Processing
Conditional Branch
Variable Operation (duh)
Call Script
Event commands thar allow variable references:
Change Money
Change Items
Change Weapons
Change Defense Items
Teleport
Change Event Location
Show Picture
Move Picture
Change HP
Change SP
Change Experience Points
Change Level
Change Base Statistics
Change Monster HP
Change Monster SP
Damage Dealing
Set - Sets the value of the
variable to the Operand
+ - Performs addition between the
variable and the Operand
- - Performs subtraction between the
variable and the Operand
* - Performs multiplication between the
variable and the Operand
/ - Performs division between the
variable and the Operand
Mod - Performs division between the
variable and the Operand, this returns the value of the Remainder
Operands:
Constant - Performs an operation on a constant number, like the
number 5 or 3
Variable - Performs an operation
on the value of another variable specified
Random Number - Performs an operation on a random number between
the values specified
Item - Performs an operation on the amount of the item
specified
Hero - Performs an operation on one of the stats of the hero
selected
Monster - Performs an operation on one of the stats of the
monster selected (battle use)
Sprite - Performs an operation on one of the properties of the
event specified.
Other - Performs an operation on the value of one of the things
listed.
Event Reference/Examples
Events Usful with Variables
Input Number
Key Input Processing
Conditional Branch
Variable Operation (duh)
Call Script
Event commands thar allow variable references:
Change Money
Change Items
Change Weapons
Change Defense Items
Teleport
Change Event Location
Show Picture
Move Picture
Change HP
Change SP
Change Experience Points
Change Level
Change Base Statistics
Change Monster HP
Change Monster SP
Damage Dealing
CounterTop Flags are used to translate character key input to another location.
Basically: let's say you have a shop, and dont want to make 4 events for the shop owner, change it to "counter top", and when you press a key facing the counter, that center event will activate, saving you time, and tons of events.
Some Uses:
-Shops
-Mini Games(dependant)
Basically: let's say you have a shop, and dont want to make 4 events for the shop owner, change it to "counter top", and when you press a key facing the counter, that center event will activate, saving you time, and tons of events.
Some Uses:
-Shops
-Mini Games(dependant)
This is a non-scripters guide to.... Copy Skill (similiar to ff7)
Create Your Char.
Create Your Class
Create Your Skill (for tutorial purposes) "Copy Heal"
Then create a common event that is uniform to the skill. For Convienence Purposes i will call mine "Copy Heal"
In the skill setup for the "Copy Heal" Skill, set the common event field to the event you just made
Go back to the common events, create a conditional branch that checks if your character is in the current party.
>Conditional Branch: Hero [Char. Name] in the party
>
>Else
>
>End
Inside that condition branch ,Create another conditional branch that checks if the character is dead.
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char. Name] [death] status
>
->Else
>
>
>Else
>
>End
>End
At this point you can add numerous other Conditional branches for a more realistic game feel, EX: to check and see if player is "Paralized", "Asleep" etc..
But for time reasons, we wil stick to the shorter version...
now add one more conditional branch, check if the hero can already use the skill
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char. Name] [death] status
>
->Else
>Conditional Branch: Hero [Char. Name] [skill] usable
>
>Else
>
>
>End
>End
>End
Leave the else handler on, and inside of it put the "Change Skills" command.
Set it to add the skill you want copied.
You may also add a message that will tell the player he has gotten the skill
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char, Name] [death] status
>
>Else
>Conditional Branch: Hero [Char. Name] [skill] usable
>
>Else
>Change Skills: [Char. Name], + [skill]
>Message: name learned skill!
>End
>End
>End
Create Your Char.
Create Your Class
Create Your Skill (for tutorial purposes) "Copy Heal"
Then create a common event that is uniform to the skill. For Convienence Purposes i will call mine "Copy Heal"
In the skill setup for the "Copy Heal" Skill, set the common event field to the event you just made
Go back to the common events, create a conditional branch that checks if your character is in the current party.
>Conditional Branch: Hero [Char. Name] in the party
>
>Else
>
>End
Inside that condition branch ,Create another conditional branch that checks if the character is dead.
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char. Name] [death] status
>
->Else
>
>
>Else
>
>End
>End
At this point you can add numerous other Conditional branches for a more realistic game feel, EX: to check and see if player is "Paralized", "Asleep" etc..
But for time reasons, we wil stick to the shorter version...
now add one more conditional branch, check if the hero can already use the skill
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char. Name] [death] status
>
->Else
>Conditional Branch: Hero [Char. Name] [skill] usable
>
>Else
>
>
>End
>End
>End
Leave the else handler on, and inside of it put the "Change Skills" command.
Set it to add the skill you want copied.
You may also add a message that will tell the player he has gotten the skill
>Conditional Branch: Hero [Char. Name] in the party
>Conditional Branch: Hero [Char, Name] [death] status
>
>Else
>Conditional Branch: Hero [Char. Name] [skill] usable
>
>Else
>Change Skills: [Char. Name], + [skill]
>Message: name learned skill!
>End
>End
>End
You must have a picture of what your hero will read.
You can use empty pictures Books, Parchments, Scrolls...etc....
Edit The picture to have the words on it you would like your char. to read, using Photofiltre, Paint etc...
Save the picture and import it into your pictures folder of your game setting the propper transparency
Next in your game make an event of the proper image (book picture will have the image of the event set to a book...etc..)
Set the event start condition to push key and the position to the same level as the char.
Next add a message box with somethign like "Read Book?"
Add a choice handler
"Yes" or "No"
Put a change Swich in the Yes handler:
lets call it page1
and in the no handler: leave it blank
>Message: Read Book?
>Show Choice: Yes/No
:[yes] Case
>
>Change Switch: Var[0001Page1] Switch ON
>
[:no] Case
>
:End Case
>
Goto the database and then to common events and make a new event such as Book1. Set the common event to Parralel Process and make the appearence condition switch the same switch you used in the last event,
We Used Page 1 so lets use that
Now in the event commands area this is the coding we're going to put in.
First make a SHOW PICTURE command and set the picture to whatever picture you made earlier with writing on parchment and you can leave the positioning and rest alone as the defaul settings and click ok now.
set the variable to something like ReadBook
and check off Wait until key hit, Deciision(5) and Cancel(6) leave Direction(1,2,3,4) unchecked and now click ok.
Last command to put in is an Erase Picture command to erase whatever picture number was the picture you just Used,
>Show Picture:ID:1 Page1(160,120)
>Enter Password: Var[01]
>Erase Picture:ID:1
>
You can use empty pictures Books, Parchments, Scrolls...etc....
Edit The picture to have the words on it you would like your char. to read, using Photofiltre, Paint etc...
Save the picture and import it into your pictures folder of your game setting the propper transparency
Next in your game make an event of the proper image (book picture will have the image of the event set to a book...etc..)
Set the event start condition to push key and the position to the same level as the char.
Next add a message box with somethign like "Read Book?"
Add a choice handler
"Yes" or "No"
Put a change Swich in the Yes handler:
lets call it page1
and in the no handler: leave it blank
>Message: Read Book?
>Show Choice: Yes/No
:[yes] Case
>
>Change Switch: Var[0001Page1] Switch ON
>
[:no] Case
>
:End Case
>
Goto the database and then to common events and make a new event such as Book1. Set the common event to Parralel Process and make the appearence condition switch the same switch you used in the last event,
We Used Page 1 so lets use that
Now in the event commands area this is the coding we're going to put in.
First make a SHOW PICTURE command and set the picture to whatever picture you made earlier with writing on parchment and you can leave the positioning and rest alone as the defaul settings and click ok now.
set the variable to something like ReadBook
and check off Wait until key hit, Deciision(5) and Cancel(6) leave Direction(1,2,3,4) unchecked and now click ok.
Last command to put in is an Erase Picture command to erase whatever picture number was the picture you just Used,
>Show Picture:ID:1 Page1(160,120)
>Enter Password: Var[01]
>Erase Picture:ID:1
>
Day Night System Using Events
Use your mouse to goto Database > Common Events
Create a Event Called Day/Night
Create a Loop
Inside the loop create a wait
Wait 20 Frames (1 sec)
Control Variable: Variable: Time Sec + 1
Create a conditional Branch below the Wait to check if Timesec = 20 if it is set to 0 and set timemin + 1
Create another Conditional Brach that Checks to see if Timemin = 60
If it is set timemin = 0 and timehour + 1
Now
Create Conditional Branches which change the Color tone
Consider Military Time
1 = 1 am
2 = 2 am
3 = 3am
4 = 4am
5 = 5am
6 = 6am
7 = 7am
8 = 8am
9 = 9am
10 = 10am
11 = 11am
12 = 12am
13 = 1pm
14 = 2pm
15 = 3pm
16 = 4pm
17 = 5pm
18 = 6pm
19 = 7pm
20 = 8pm
21 = 9pm
22 = 10pm
23 = 11pm
24 = 12am
Example
Conditional Brach Time hour = 17 Change Color Tone…Make it Slightly Darker
Conditional Brach Time hour = 19 Change Color Tone, Make it Even Darker
After all this Create one more Conditional Brach
Conditional Branch Timehour = 24
Timehour = 0
As you start going Back towards “Day time†Slowly Make it Lighter
Use your mouse to goto Database > Common Events
Create a Event Called Day/Night
Create a Loop
Inside the loop create a wait
Wait 20 Frames (1 sec)
Control Variable: Variable: Time Sec + 1
Create a conditional Branch below the Wait to check if Timesec = 20 if it is set to 0 and set timemin + 1
Create another Conditional Brach that Checks to see if Timemin = 60
If it is set timemin = 0 and timehour + 1
Now
Create Conditional Branches which change the Color tone
Consider Military Time
1 = 1 am
2 = 2 am
3 = 3am
4 = 4am
5 = 5am
6 = 6am
7 = 7am
8 = 8am
9 = 9am
10 = 10am
11 = 11am
12 = 12am
13 = 1pm
14 = 2pm
15 = 3pm
16 = 4pm
17 = 5pm
18 = 6pm
19 = 7pm
20 = 8pm
21 = 9pm
22 = 10pm
23 = 11pm
24 = 12am
Example
Conditional Brach Time hour = 17 Change Color Tone…Make it Slightly Darker
Conditional Brach Time hour = 19 Change Color Tone, Make it Even Darker
After all this Create one more Conditional Brach
Conditional Branch Timehour = 24
Timehour = 0
As you start going Back towards “Day time†Slowly Make it Lighter
In Order for this to work youll need a charaset of your char in diff uniforms.. Not really hard to make or uptain
Here Goes..
add Show Choices Change Cloths? .... Stay in same Cloths?
Change Cloths handler: Set Hero Walk Gfx (this will allow you to change cloths without changing stats)
Set the Gfx to that of your edited char.
>Show Choice: Change Cloths: Stay In Same Cloths
:[Change Cloths]Case
>Change Hero Walk Graphic (Arshes1)Chara 1-2
>
:[Stay In Same Cloths]Case
>
:End Case
Here Goes..
add Show Choices Change Cloths? .... Stay in same Cloths?
Change Cloths handler: Set Hero Walk Gfx (this will allow you to change cloths without changing stats)
Set the Gfx to that of your edited char.
>Show Choice: Change Cloths: Stay In Same Cloths
:[Change Cloths]Case
>Change Hero Walk Graphic (Arshes1)Chara 1-2
>
:[Stay In Same Cloths]Case
>
:End Case
Create a Event
Make it a Parrallel Process
Create a Control Switch , Call it (char name) Clevel or whatever you want
Set up a control Variables
Set (Charname)Clevel = Actors Lvl
Create a conditional Branch
If variable (Charname)Clevel = "10" (whatever You want)
in the event true section change char graphic to what ever you want
in the else section create your second Condition branch
if variable (charname)vlevel = "25" then
in the event true section change char graphic to what ever you want
in the else section create your third Condition Branch
Continue doing this till your Char changes are satisified
Make it a Parrallel Process
Create a Control Switch , Call it (char name) Clevel or whatever you want
Set up a control Variables
Set (Charname)Clevel = Actors Lvl
Create a conditional Branch
If variable (Charname)Clevel = "10" (whatever You want)
in the event true section change char graphic to what ever you want
in the else section create your second Condition branch
if variable (charname)vlevel = "25" then
in the event true section change char graphic to what ever you want
in the else section create your third Condition Branch
Continue doing this till your Char changes are satisified
First make a weapon
For an example: Hells Breath-Sword
Then Make a skill to go along with that weapon
For an example: Flames Fury
Make a new event on your map and make it a parallel process,
The code is as follows:
<>Switch: [Skill]
<>
Next what you need to do is to go into the database and go to common events
Make a new common event called SKILLS
The code is as follows:
<>Conditional Branch: Hero [hero name] [Weapon] equipped
<>Change Skills: [hero name], + [New skill]
<>
Else Handler
<> Change Skills: [hero name], - [New skill]
<>
: End
For an example: Hells Breath-Sword
Then Make a skill to go along with that weapon
For an example: Flames Fury
Make a new event on your map and make it a parallel process,
The code is as follows:
<>Switch: [Skill]
<>
Next what you need to do is to go into the database and go to common events
Make a new common event called SKILLS
The code is as follows:
<>Conditional Branch: Hero [hero name] [Weapon] equipped
<>Change Skills: [hero name], + [New skill]
<>
Else Handler
<> Change Skills: [hero name], - [New skill]
<>
: End
Start a new event and call it fishing
It can be repeated different times with different fish
Page 1:
The code is as follows:
<>Conditional Branch: [Fishing Rod] possessed
<>Variable: [001: Intelligence] = [Hero Name] intelligence
<>Conditional Branch: Variable [oo1: Intelligence] = = 60
<>Variable: [002: Fishing] = Random (0..20)
<>Conditional Branch: Variable [002: Fishing] = = 20
<>Wait 60 frames
<>Play SE: ?€˜022-Dive02?€™, 75, 100
<>Message: You caught a fish!
<>Change Items: [*your fish here*] +1
<>
Else Handler
<>Wait: 60 frames
<>Play SE: ?€˜022-Dive02?€™, 75, 100
<>Message: It got away.
<>Local Switch:[?] = ON
<>
: End
<>
Else Handler
<>Message: I don?€™t know how to catch fish yet.
<>
: End
<>
Else Handler
<>Message: There sure are a lot of fish in here, maybe I should try to catch some?
<>
: End
Pretty Easy Huh?
It can be repeated different times with different fish
Page 1:
The code is as follows:
<>Conditional Branch: [Fishing Rod] possessed
<>Variable: [001: Intelligence] = [Hero Name] intelligence
<>Conditional Branch: Variable [oo1: Intelligence] = = 60
<>Variable: [002: Fishing] = Random (0..20)
<>Conditional Branch: Variable [002: Fishing] = = 20
<>Wait 60 frames
<>Play SE: ?€˜022-Dive02?€™, 75, 100
<>Message: You caught a fish!
<>Change Items: [*your fish here*] +1
<>
Else Handler
<>Wait: 60 frames
<>Play SE: ?€˜022-Dive02?€™, 75, 100
<>Message: It got away.
<>Local Switch:[?] = ON
<>
: End
<>
Else Handler
<>Message: I don?€™t know how to catch fish yet.
<>
: End
<>
Else Handler
<>Message: There sure are a lot of fish in here, maybe I should try to catch some?
<>
: End
Pretty Easy Huh?
@Set Variable [001: Get Percentage]: Random (1...10).
@Conditional Branch: Diamond Armlet Equipped
...<>Conditional Branch: Variable [001: Loot Percentage] <= 4
.......<>Text: You found 1,000 Gold!
.......<>Change Gold: + 1000
.......<>Self Switch A: On
...<>Else:
.......<>Conditional Branch: Set Variable [001: Loot Percentage] <= 9
...........<>Text: You found a High Potion!
...........<>Change Items: + High Potion
...........<>Self Switch A: On
.......<>Else:
...........<>Text: You found a Steel Sword!
...........<>Change Weapon: + Steel Sword
...........<>Self Switch A: On
...<>Else:
.......<>(Copy and paste everything from Conditional Branch: Variable [001: Get Percentage] <= 4 and below to make treasure table for when Diamond Armlet is not equipped)
This gives a player, who is wearing a Diamond Armlet, a 40% chance of getting 1,000 gold, a 50% chance of getting a High Potion and a 10% chance of getting a Steel Sword.
The Self Switch A: On is so the player can't repeatedly reopen the chest.
All you have to do for each chest is change the gold/items and the variable settings in the conditional branches to get completely unique randomized chests. There is even a way to make the chests reset, along with some other cool little perks.
(Belongs to Rhazdel)
@Conditional Branch: Diamond Armlet Equipped
...<>Conditional Branch: Variable [001: Loot Percentage] <= 4
.......<>Text: You found 1,000 Gold!
.......<>Change Gold: + 1000
.......<>Self Switch A: On
...<>Else:
.......<>Conditional Branch: Set Variable [001: Loot Percentage] <= 9
...........<>Text: You found a High Potion!
...........<>Change Items: + High Potion
...........<>Self Switch A: On
.......<>Else:
...........<>Text: You found a Steel Sword!
...........<>Change Weapon: + Steel Sword
...........<>Self Switch A: On
...<>Else:
.......<>(Copy and paste everything from Conditional Branch: Variable [001: Get Percentage] <= 4 and below to make treasure table for when Diamond Armlet is not equipped)
This gives a player, who is wearing a Diamond Armlet, a 40% chance of getting 1,000 gold, a 50% chance of getting a High Potion and a 10% chance of getting a Steel Sword.
The Self Switch A: On is so the player can't repeatedly reopen the chest.
All you have to do for each chest is change the gold/items and the variable settings in the conditional branches to get completely unique randomized chests. There is even a way to make the chests reset, along with some other cool little perks.
(Belongs to Rhazdel)
1] Create the Status Effects
You want to create one Status effect for each seperate damage you want to have dealt. For example, if an obstacle will deal 50 damage, and thats the only time you'll deal damage to your hero outside of battle, create 1 Status Effect that is called '50' or something like that. Repeat for each different amount of damage you want to be able to be dealt. If your trying to use this for an ABS, your going to have to create MANY status effects, so try to use low numbers for your ABS, like having your Hero have 30 HP, and everything does like, single digit amounts of damage.
2] Create the Animation.
Allow the Animation to be of Texts 1 - 0
3] Create the Common Event.
I named mine 'Dmg', parallel process
This is for taking 1 damage.
<>Conditional Branch: Hero [1] status
----<>Change HP: Hero -1
----<>Show Battle Animation [M]: Player [1]
----<>Move Event: Player (Ignore Impossible Moves)
----:------------------: <>Move Backward
----<>Tint Screen: (Some nice shade of red), @2
----<>Wait 3 Frames
----<>Tint Screen: (0,0,0,0), @3
----<>Change Hero Status: Hero, - [1]
----<>End
<>End
You will need to repeat that for every amount of damage you want to be able to be dealt to your hero.
Thorns: Hero Touch
<>Change Hero Status: Hero, + [1]
Have Fun!
You want to create one Status effect for each seperate damage you want to have dealt. For example, if an obstacle will deal 50 damage, and thats the only time you'll deal damage to your hero outside of battle, create 1 Status Effect that is called '50' or something like that. Repeat for each different amount of damage you want to be able to be dealt. If your trying to use this for an ABS, your going to have to create MANY status effects, so try to use low numbers for your ABS, like having your Hero have 30 HP, and everything does like, single digit amounts of damage.
2] Create the Animation.
Allow the Animation to be of Texts 1 - 0
3] Create the Common Event.
I named mine 'Dmg', parallel process
This is for taking 1 damage.
<>Conditional Branch: Hero [1] status
----<>Change HP: Hero -1
----<>Show Battle Animation [M]: Player [1]
----<>Move Event: Player (Ignore Impossible Moves)
----:------------------: <>Move Backward
----<>Tint Screen: (Some nice shade of red), @2
----<>Wait 3 Frames
----<>Tint Screen: (0,0,0,0), @3
----<>Change Hero Status: Hero, - [1]
----<>End
<>End
You will need to repeat that for every amount of damage you want to be able to be dealt to your hero.
Thorns: Hero Touch
<>Change Hero Status: Hero, + [1]
Have Fun!
First Things First, Lets Create a "Sight" (Rather simple, Plus doing it yourself allows you to make ness. adjustments)
Download Photofilte From http://photofiltre.free.fr/download_en.htm
Install PhotoFiltre
Run PhotoFiltre
Now Create a New Image 800 X 600
Then Goto Image --> Canvas Size ----> And change the width to 1260 and the height to 960 (more then large enouph to handle the map, Actually its the perfect size for any size map)
Now Look At the right side and select the fill tool
http://img515.imageshack.us/img515/7712/filltoolsn7.jpg[/img]
Fill in the Canvas with Black (make sure forground is White and backround is Black Click the Blue highlighted image in this picture to be certain before continuing))
http://img161.imageshack.us/img161/1946/forje7.jpg[/img]
Now goto the right side of the screen and hit the Selection Tool --- Then Click The Ellipse
(look at the two Blue Highlighted Images)
http://img515.imageshack.us/img515/5301 ... ooljl8.jpg[/img]
Create a Circle Selection To your size desire In the middle of the Image (should Look Like this)
http://img363.imageshack.us/img363/4695/holevp0.jpg
Hit Delete To Get this effect
http://img515.imageshack.us/img515/8679/holewno8.jpg[/img]
Now Click In Your Menu (Straight After, Do Not Remove the Selection) ----> Filtre --- >Stylize ---- Progressive Contour ----> Width (20) Color (Black) Opacity (80) Effect (Blur) Select The Outside Box
This will give the slight effect of Light escaping from your area
http://img515.imageshack.us/img515/9302/holewwtx4.jpg[/img]
Save The Image as a .Png Leave settings as are Just save
Now Open Rmxp (your Project) Import To the materialbase in the Pictures section Your new image
Goto Tools ---> DataBase ---> Create a Common Event (at a available Number) Call it something like Dark Room
Set the Trigger to a parallel Process and set The Condition To a Switch (Call it something like "In dark room")
Create a Control Variable at a available Number Call it Image X and create at the next Variable Call it Image Y
Now Set the Control Variable ImageX = Players Screen X and set Control Variable ImageY = Players Screen Y
Create a Conditional Branch, Set the switch "in dark room" to have to be on
Now Show the image in the Condition That "In dark Room is on"
Create at Number 1 Set the Picture Graphic To Your New Image
Center it
Set it to variable Image X , Image Y
Leave everything the same
Hit Ok
Thats basically it... Should look like this
Control Variables [001:Image X] = Players X
Control Variable [002: Image Y] = Players Y
@> Conditional Branch Switch [0026] == ON
@> Show Picture: 1, Center [Yada Yada Blah blah]
@>
Branch End
Ok Now Create a Event On the map where a dark room is Set it to parallel Process and turn Your "in dark room switch" = on
Now the room is dark with a glowing light from your Char.
Heres what it looks like
http://img118.imageshack.us/img118/3501/inggv0.jpg[/img]
Note: You must Turn Switch "In dark room" = Off On the next map or all rooms will be dark
Have Fun!
Did this help?
Download Photofilte From http://photofiltre.free.fr/download_en.htm
Install PhotoFiltre
Run PhotoFiltre
Now Create a New Image 800 X 600
Then Goto Image --> Canvas Size ----> And change the width to 1260 and the height to 960 (more then large enouph to handle the map, Actually its the perfect size for any size map)
Now Look At the right side and select the fill tool
http://img515.imageshack.us/img515/7712/filltoolsn7.jpg[/img]
Fill in the Canvas with Black (make sure forground is White and backround is Black Click the Blue highlighted image in this picture to be certain before continuing))
http://img161.imageshack.us/img161/1946/forje7.jpg[/img]
Now goto the right side of the screen and hit the Selection Tool --- Then Click The Ellipse
(look at the two Blue Highlighted Images)
http://img515.imageshack.us/img515/5301 ... ooljl8.jpg[/img]
Create a Circle Selection To your size desire In the middle of the Image (should Look Like this)
http://img363.imageshack.us/img363/4695/holevp0.jpg
Hit Delete To Get this effect
http://img515.imageshack.us/img515/8679/holewno8.jpg[/img]
Now Click In Your Menu (Straight After, Do Not Remove the Selection) ----> Filtre --- >Stylize ---- Progressive Contour ----> Width (20) Color (Black) Opacity (80) Effect (Blur) Select The Outside Box
This will give the slight effect of Light escaping from your area
http://img515.imageshack.us/img515/9302/holewwtx4.jpg[/img]
Save The Image as a .Png Leave settings as are Just save
Now Open Rmxp (your Project) Import To the materialbase in the Pictures section Your new image
Goto Tools ---> DataBase ---> Create a Common Event (at a available Number) Call it something like Dark Room
Set the Trigger to a parallel Process and set The Condition To a Switch (Call it something like "In dark room")
Create a Control Variable at a available Number Call it Image X and create at the next Variable Call it Image Y
Now Set the Control Variable ImageX = Players Screen X and set Control Variable ImageY = Players Screen Y
Create a Conditional Branch, Set the switch "in dark room" to have to be on
Now Show the image in the Condition That "In dark Room is on"
Create at Number 1 Set the Picture Graphic To Your New Image
Center it
Set it to variable Image X , Image Y
Leave everything the same
Hit Ok
Thats basically it... Should look like this
Control Variables [001:Image X] = Players X
Control Variable [002: Image Y] = Players Y
@> Conditional Branch Switch [0026] == ON
@> Show Picture: 1, Center [Yada Yada Blah blah]
@>
Branch End
Ok Now Create a Event On the map where a dark room is Set it to parallel Process and turn Your "in dark room switch" = on
Now the room is dark with a glowing light from your Char.
Heres what it looks like
http://img118.imageshack.us/img118/3501/inggv0.jpg[/img]
Note: You must Turn Switch "In dark room" = Off On the next map or all rooms will be dark
Have Fun!
Did this help?
Need a old fasioned exit spell? here you go
First, you'll need to set up a common event. Place this in it:
Creata control Variable
Control Variables: # = MAP IDControl Variables: #2 = Player's Max XControl Variables: #3 = Player's Max Y
Create another common event
Tranfer Player (appoint with variables): #, #2, & #3.
Use the same variables you've set them to with the first common event.
When placing transfer events to a dungeon-type area, call the first common event in it. Then, set the second as an item or skill's common event.
When the skill is used, it'll drop you back at the dungeon entrance.
Dont forget to turn the switch off at the exit area ><
First, you'll need to set up a common event. Place this in it:
Creata control Variable
Control Variables: # = MAP IDControl Variables: #2 = Player's Max XControl Variables: #3 = Player's Max Y
Create another common event
Tranfer Player (appoint with variables): #, #2, & #3.
Use the same variables you've set them to with the first common event.
When placing transfer events to a dungeon-type area, call the first common event in it. Then, set the second as an item or skill's common event.
When the skill is used, it'll drop you back at the dungeon entrance.
Dont forget to turn the switch off at the exit area ><
This one is not mine.. But again a request so here it is
@>Show Choices: Mine, Prospect
: When [Mine]
@>Conditional Branch:[Pikaxe] in Inventory
@>Conditional Branch: Variable [001: Mining Exp] >=0 *this can be changed if you want a lvl max
@>Control Variables:[0015: Make or Miss?] = Random No. (1.6) *you can change
@>Conditional Branch: Variable [0015: Make or Miss?] ==6
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: You fail to mine the rock.
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==5
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==4
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==3
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==2
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==1
@>Text: You swing your axe. . .
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>
: Else
@>Text: Your not level enough to mine here!
@>
: Branch End
@>
: Else
@>You Don't Have a Pikaxe!
@>
: Branch End
@>
: When [Prospect]
@>This rock contains Bronze Ore.
@>
: When Cancel
@>
: Branch End
@>
Left hand side of window Self Switch A=ON
Parallel Process must be checked.
@>Wait: 40 Frame(s)
@>Control Self Switch: A =OFF
@>
Credit Goes to: germen From Rmxp.org
@>Show Choices: Mine, Prospect
: When [Mine]
@>Conditional Branch:[Pikaxe] in Inventory
@>Conditional Branch: Variable [001: Mining Exp] >=0 *this can be changed if you want a lvl max
@>Control Variables:[0015: Make or Miss?] = Random No. (1.6) *you can change
@>Conditional Branch: Variable [0015: Make or Miss?] ==6
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: You fail to mine the rock.
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==5
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==4
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 10 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==3
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: and miss, but you swing again!
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==2
@>Text: You swing your axe. . .
@>Wait: 10 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>Conditional Branch: Variable [0015: Make or Miss?] ==1
@>Text: You swing your axe. . .
@>Wait: 5 frame(s)
@>Text: You managed to get an Ore!
@>Change Items:[Copper Ore], +1
@>Control Variables: [001: Mining Exp] +=15
@>Control Self Switch: A =ON
@>
: Else
@>
: Branch End
@>
: Else
@>Text: Your not level enough to mine here!
@>
: Branch End
@>
: Else
@>You Don't Have a Pikaxe!
@>
: Branch End
@>
: When [Prospect]
@>This rock contains Bronze Ore.
@>
: When Cancel
@>
: Branch End
@>
Left hand side of window Self Switch A=ON
Parallel Process must be checked.
@>Wait: 40 Frame(s)
@>Control Self Switch: A =OFF
@>
Credit Goes to: germen From Rmxp.org
First Create a item or a weapon
Ill call my item Cuters orb
Give it an Icon
I gave mine Item05 (orb)
Then Give the Item or weapon a discription (mainly for "professionalism")
I gave mine
"While the User Holds this Orb they have the Power of Cross Cut"
You dont need to edit any other Preferences (unless you have a specific Reason)
Next Goto Skills
and Create the skill you will learn from the Item or Weapon
I Called Mine Corss Cut
Set all the preferences as you will (look at my demo for ideas)
Now Goto Common Events and Create a Common Event Called Skills
Set the trigger to Par Proc. and set the Condition Switch to somethign like always on..or whatever
Create a event on the Startup Map Turning The always on Switch = On
and set that Event as a parrelell Process
Now goback to your database and add this code
Conditional Branch [Item or weapon] in inventory
@> Change Skills [Hero Name] + [Skill name]
@>
else
@> Change Skills [Hero Name] - [Skill name]
@>
End Condition
Then By whatever means make sure your hero gets this item..and bada bing :D
hope it helps
for my tutorial (if you copy it exactly cross cut is a bad example..because your first player already has cross cut) i would use a different name "D
and here is a demo Hope this helps
let me know if it does
http://www.sharebigfile.com/file/162942/Project14-zip.html
Ill call my item Cuters orb
Give it an Icon
I gave mine Item05 (orb)
Then Give the Item or weapon a discription (mainly for "professionalism")
I gave mine
"While the User Holds this Orb they have the Power of Cross Cut"
You dont need to edit any other Preferences (unless you have a specific Reason)
Next Goto Skills
and Create the skill you will learn from the Item or Weapon
I Called Mine Corss Cut
Set all the preferences as you will (look at my demo for ideas)
Now Goto Common Events and Create a Common Event Called Skills
Set the trigger to Par Proc. and set the Condition Switch to somethign like always on..or whatever
Create a event on the Startup Map Turning The always on Switch = On
and set that Event as a parrelell Process
Now goback to your database and add this code
Conditional Branch [Item or weapon] in inventory
@> Change Skills [Hero Name] + [Skill name]
@>
else
@> Change Skills [Hero Name] - [Skill name]
@>
End Condition
Then By whatever means make sure your hero gets this item..and bada bing :D
hope it helps
for my tutorial (if you copy it exactly cross cut is a bad example..because your first player already has cross cut) i would use a different name "D
and here is a demo Hope this helps
let me know if it does
http://www.sharebigfile.com/file/162942/Project14-zip.html
Create a Chara. Name The Char. (whatever)
Create a Class (call the Class Summoner or somethign similiar)
Change your char. Class to summoner
Create a skill for each Summon (Eg: Summon Ifrit) (which You can have turn on only if you get for exampke fire ring or something but for tut purposes we will skip getting summon based on item)
If you want to make the Summons like Final Fantasy 6 then choose an animation for your summon on target which could be Fire Pillars or somthing
if you want Final Fantasy 8 then Choose an animation here that was created or download showing ifrit then casting his fire ball
or if you want final fantasy 10 then
Create Char. For each Summon (makes it easier later on)
Create a new Class called summoned (or whatever)
Set the Chars. name to Ifrit (or whatever)
and set its class to summoned
Goto Skills and create a skill for your summon (eg: Fire Shot)
Goto Common Events and set up a call ifrit Event
Change Party Members.. Remove First Char. (your summoner)
Change Party Members.. Add Ifrit
Change Skills: Ifrit Learns Fire Ball
Then After Battle Remove Ifrit And add Your summoner
Alot easier then it looks.. Have fun
Oh for more realisim If Status: = Death For Ifrit
Remove Ifrit Replace with Yuna in the troops section or in common events
Note: Replace Summoner with ifrit Before Battle Ends :D
How?
Going by memory not at comp with rmxp at the moment
Create a common event that is always on
Call the Event something like Enemy Health
Create Variables for Monster 1 - 4 (or whatever you use)
Call these variables En Hp1 for enemy 1 and en Hp 2 for Enemy hp2 etc........
Set these variables equal to there appropriate Monsters Hp (enimies ----> hp)
Then create a Conditional Branch in Troops
Conditional Branch Variable En Hp 1 < 1 Then
Do whatever
do that for each set of troops in your game... Making the appropriate adjustments :D (meaning the number of monsters)
Example If there is only one monster then You only need one conditional branch but if there are two monster then you need two Branches
IE:
For 2 monsters in the troop
Conditional Branch: Variable en Hp1 <1
Conditional Branch Variable en hp2 <1
(change Ifrit To summoner)
Else
else
end branch
End branch
Create a Class (call the Class Summoner or somethign similiar)
Change your char. Class to summoner
Create a skill for each Summon (Eg: Summon Ifrit) (which You can have turn on only if you get for exampke fire ring or something but for tut purposes we will skip getting summon based on item)
If you want to make the Summons like Final Fantasy 6 then choose an animation for your summon on target which could be Fire Pillars or somthing
if you want Final Fantasy 8 then Choose an animation here that was created or download showing ifrit then casting his fire ball
or if you want final fantasy 10 then
Create Char. For each Summon (makes it easier later on)
Create a new Class called summoned (or whatever)
Set the Chars. name to Ifrit (or whatever)
and set its class to summoned
Goto Skills and create a skill for your summon (eg: Fire Shot)
Goto Common Events and set up a call ifrit Event
Change Party Members.. Remove First Char. (your summoner)
Change Party Members.. Add Ifrit
Change Skills: Ifrit Learns Fire Ball
Then After Battle Remove Ifrit And add Your summoner
Alot easier then it looks.. Have fun
Oh for more realisim If Status: = Death For Ifrit
Remove Ifrit Replace with Yuna in the troops section or in common events
Note: Replace Summoner with ifrit Before Battle Ends :D
How?
Going by memory not at comp with rmxp at the moment
Create a common event that is always on
Call the Event something like Enemy Health
Create Variables for Monster 1 - 4 (or whatever you use)
Call these variables En Hp1 for enemy 1 and en Hp 2 for Enemy hp2 etc........
Set these variables equal to there appropriate Monsters Hp (enimies ----> hp)
Then create a Conditional Branch in Troops
Conditional Branch Variable En Hp 1 < 1 Then
Do whatever
do that for each set of troops in your game... Making the appropriate adjustments :D (meaning the number of monsters)
Example If there is only one monster then You only need one conditional branch but if there are two monster then you need two Branches
IE:
For 2 monsters in the troop
Conditional Branch: Variable en Hp1 <1
Conditional Branch Variable en hp2 <1
(change Ifrit To summoner)
Else
else
end branch
End branch
This can be used with Time script or day/Night script to enhance it further, Song of storm makes it storm etc
To make it work You need Image of char playing the instrument
Sounds From The instrument (in this case Orcirana) You can find those and others at http://noproblo.dayjo.org/ZeldaSounds/ and A Variable Called [Orciranasong] And [Orcirana Note]
and [orcirana] And all the pictures you would like for your orciriana
If you would like i can Link you a copy of my images
Start a new common event:
Create a condition Branch to handle Orcirana on and off
To make it all simpler i have added screen shots below
http://i132.photobucket.com/albums/q23/ ... creen1.jpg[/img]
http://i132.photobucket.com/albums/q23/ ... creen2.jpg[/img]
Do the same for Every Note In your instrument Except 9th note the 9th note should erase all the other Notes and images
http://i132.photobucket.com/albums/q23/ ... creen3.jpg[/img]
How to make a song
Songs can consist of 8 notes of 5 different tunes.
These 5 tunes include DOWN, LEFT, RIGHT, UP, and
Z. Each tune will add a new digit to the variable
Ocarina Song. There are the base numbers each
tune will add
DOWN = 1
LEFT = 2
RIGHT = 3
UP = 4
Z = 5
BLANK = 0
In order to string together a song, you must check
the variable Ocarina Song using the chart above.
For example: If you wanted a song that consists of 8
DOWNS, you would check to see if the variable
Ocarina Song = 11111111
Another example is, if you wanted Zelda's Lullaby
(LEFT UP RIGHT LEFT UP RIGHT)
Check to see if the variable
Ocarina Song = 24324300
The unused notes must be filled in with 0's (blanks).
Then create A handler For each Song
A example would be
Conditional Branch Variable: [0055: OrciranaSong] == 31431400
<>Jump to label: Song Succesful
<>
End
After You create the handler for each song you need to return everythign back to normal
http://i132.photobucket.com/albums/q23/ ... creen4.jpg[/img]
Lastly handle the songs and what they do
An Example Would be
Conditional Branch Variable: [0055: OrciranaSong] == 31431400
<>Play ME 'Song Of time'
<> Wait 160 Frames
<> Message " You Played song of time"
End
Thats it
See How It Works
Demo:
Update: http://www.filefactory.com/file/bc05f0/
(Inspired By Ocrina Event in Zelda Project)
To make it work You need Image of char playing the instrument
Sounds From The instrument (in this case Orcirana) You can find those and others at http://noproblo.dayjo.org/ZeldaSounds/ and A Variable Called [Orciranasong] And [Orcirana Note]
and [orcirana] And all the pictures you would like for your orciriana
If you would like i can Link you a copy of my images
Start a new common event:
Create a condition Branch to handle Orcirana on and off
To make it all simpler i have added screen shots below
http://i132.photobucket.com/albums/q23/ ... creen1.jpg[/img]
http://i132.photobucket.com/albums/q23/ ... creen2.jpg[/img]
Do the same for Every Note In your instrument Except 9th note the 9th note should erase all the other Notes and images
http://i132.photobucket.com/albums/q23/ ... creen3.jpg[/img]
How to make a song
Songs can consist of 8 notes of 5 different tunes.
These 5 tunes include DOWN, LEFT, RIGHT, UP, and
Z. Each tune will add a new digit to the variable
Ocarina Song. There are the base numbers each
tune will add
DOWN = 1
LEFT = 2
RIGHT = 3
UP = 4
Z = 5
BLANK = 0
In order to string together a song, you must check
the variable Ocarina Song using the chart above.
For example: If you wanted a song that consists of 8
DOWNS, you would check to see if the variable
Ocarina Song = 11111111
Another example is, if you wanted Zelda's Lullaby
(LEFT UP RIGHT LEFT UP RIGHT)
Check to see if the variable
Ocarina Song = 24324300
The unused notes must be filled in with 0's (blanks).
Then create A handler For each Song
A example would be
Conditional Branch Variable: [0055: OrciranaSong] == 31431400
<>Jump to label: Song Succesful
<>
End
After You create the handler for each song you need to return everythign back to normal
http://i132.photobucket.com/albums/q23/ ... creen4.jpg[/img]
Lastly handle the songs and what they do
An Example Would be
Conditional Branch Variable: [0055: OrciranaSong] == 31431400
<>Play ME 'Song Of time'
<> Wait 160 Frames
<> Message " You Played song of time"
End
Thats it
See How It Works
Demo:
Update: http://www.filefactory.com/file/bc05f0/
(Inspired By Ocrina Event in Zelda Project)
First Thing Open Your Data Base
http://img364.imageshack.us/img364/7590/tut1le5.jpg[/img]
Then Goto Your Common Events Tab
http://img364.imageshack.us/img364/4513/tut2zz0.jpg[/img]
Name the Common Event Tag Team
http://img468.imageshack.us/img468/7946/tut3so7.jpg[/img]
On Page 3 Of Your Event Commands Click Force Action
http://img364.imageshack.us/img364/6100/tut4tq7.jpg[/img]
In here Change the settings to
http://img386.imageshack.us/img386/7513/tut5yz1.jpg[/img]
Battler Actor: Actor 01
Action : Basic Or Skill Depending on What you want to do
Action Target : (Best) Random or whatever you decide
Timing I Choose Execute Now , You May Choose In Sequence (Wont really Give the Tag Team Effect Though)
Use Picture Above to Guide you
Do the same for Each Player You want Involved in the Tag Team Combo
IE
Batller Actor: Actor 02
Batller Actor: Actor 03
Batller Actor: Actor 04
Leave the rest of the Data the Same
Then Create a skill In the DataBase Called Tag Team
In the Common Events Box FOr the Created Skill
Set the Common Event To Tag Team (Which you already Created)
Then Give One of your Charactors The Ta Team Skill However and whenever you want...There are beginner tutorials to help you there..Search the forum
If You want a more realistic effect..Such as Players who Participated in the Tag Team Not to Be able to Attack afterwords
You Could Use the Above Tutorial except Create a Common Event For each type of skill You want...
Except Force the Action to attack at Ececute Now Then Force Action For All other Players to
Basic: Do Nothing
Timing: Execute in Normal Sequence
Common Event Would Look Something Like This
http://img364.imageshack.us/img364/2460/tut6qe0.jpg[/img]
Hope that Helps :D
Let me know please :D
http://img364.imageshack.us/img364/7590/tut1le5.jpg[/img]
Then Goto Your Common Events Tab
http://img364.imageshack.us/img364/4513/tut2zz0.jpg[/img]
Name the Common Event Tag Team
http://img468.imageshack.us/img468/7946/tut3so7.jpg[/img]
On Page 3 Of Your Event Commands Click Force Action
http://img364.imageshack.us/img364/6100/tut4tq7.jpg[/img]
In here Change the settings to
http://img386.imageshack.us/img386/7513/tut5yz1.jpg[/img]
Battler Actor: Actor 01
Action : Basic Or Skill Depending on What you want to do
Action Target : (Best) Random or whatever you decide
Timing I Choose Execute Now , You May Choose In Sequence (Wont really Give the Tag Team Effect Though)
Use Picture Above to Guide you
Do the same for Each Player You want Involved in the Tag Team Combo
IE
Batller Actor: Actor 02
Batller Actor: Actor 03
Batller Actor: Actor 04
Leave the rest of the Data the Same
Then Create a skill In the DataBase Called Tag Team
In the Common Events Box FOr the Created Skill
Set the Common Event To Tag Team (Which you already Created)
Then Give One of your Charactors The Ta Team Skill However and whenever you want...There are beginner tutorials to help you there..Search the forum
If You want a more realistic effect..Such as Players who Participated in the Tag Team Not to Be able to Attack afterwords
You Could Use the Above Tutorial except Create a Common Event For each type of skill You want...
Except Force the Action to attack at Ececute Now Then Force Action For All other Players to
Basic: Do Nothing
Timing: Execute in Normal Sequence
Common Event Would Look Something Like This
http://img364.imageshack.us/img364/2460/tut6qe0.jpg[/img]
Hope that Helps :D
Let me know please :D
Request O_O :D
Click on the event layer and double-click on the map where the bottom of the door should be (at the base of the house on the middle tile). The door graphic is two tiles large, so it will cover more than just this tile. It will only show up when testing, however. Name the event ?Door? for this tutorial. Now double-click on the Graphic box.
Scroll down the list to ?170: Door01. (or whatever door you want) Accept the default of the first closed door and click OK. Double-click in the event area and switch to tab 2. Click the ?Set Move Route?? button. Select ?This Event? from the drop-down to make sure that it affects this event and not the player. Now comes the repetative part.
Click the ?Change Graphic?? button. Scroll down the list to ?170: Door01″ and select the image just below the default (1/4 open door). Click Ok. Click the ?Wait?? button and accept the default of 4 frames. This will allow the door to open gradually (animated) rather than instantaneously (seemingly not animated). Repeat this step with the next two frames of the door, adding a wait to each one. When you have finished the last frame and have an open door, click Ok. Exit the event screen.
Godsend (credit goes to him)
Click on the event layer and double-click on the map where the bottom of the door should be (at the base of the house on the middle tile). The door graphic is two tiles large, so it will cover more than just this tile. It will only show up when testing, however. Name the event ?Door? for this tutorial. Now double-click on the Graphic box.
Scroll down the list to ?170: Door01. (or whatever door you want) Accept the default of the first closed door and click OK. Double-click in the event area and switch to tab 2. Click the ?Set Move Route?? button. Select ?This Event? from the drop-down to make sure that it affects this event and not the player. Now comes the repetative part.
Click the ?Change Graphic?? button. Scroll down the list to ?170: Door01″ and select the image just below the default (1/4 open door). Click Ok. Click the ?Wait?? button and accept the default of 4 frames. This will allow the door to open gradually (animated) rather than instantaneously (seemingly not animated). Repeat this step with the next two frames of the door, adding a wait to each one. When you have finished the last frame and have an open door, click Ok. Exit the event screen.
Godsend (credit goes to him)
You can use theis system for just about anything :D Have Fun
[Ill reupload the system now
http://www.box.net/shared/h3emg2np7t
Ill eventually upload the other dead links here
[Ill reupload the system now
http://www.box.net/shared/h3emg2np7t
Ill eventually upload the other dead links here
Goto Database > Common Events
Create A common Event Called "Personality"
Create a Varible , Call the Varible, Personality
Set The Varible = 0
Create a conditional Branch,
Perosonality Greater then 100 Personality = 100
and another Personality Less then 0 Personality = 0
easy huh?
Now when you create your NPC they will react based on this number
Simply Create a npc
and do somethign like this
Conditional Branch
If Personality < 50
Show Text Box "Ahhhhhh.........."
Move this Event away from Player
or something like this
Show Text, Would you like to help me
1. Of course
Personality =+ 5
2. Hell No!!!
Personality =-5
Hope you like it, its really simple, and works perfectly
Create A common Event Called "Personality"
Create a Varible , Call the Varible, Personality
Set The Varible = 0
Create a conditional Branch,
Perosonality Greater then 100 Personality = 100
and another Personality Less then 0 Personality = 0
easy huh?
Now when you create your NPC they will react based on this number
Simply Create a npc
and do somethign like this
Conditional Branch
If Personality < 50
Show Text Box "Ahhhhhh.........."
Move this Event away from Player
or something like this
Show Text, Would you like to help me
1. Of course
Personality =+ 5
2. Hell No!!!
Personality =-5
Hope you like it, its really simple, and works perfectly
Very Simple
Pushing a rock or a box can be done in two ways.
1. Create a event
1A. Add your image to the event (Rock, Box, Whatever)
1B. Set the Options to Move animation and direction fix
1C. Set the trigger Action Button
1D. Set Move Route, This Event(Ignore if cant move)
$> Move away from player
2. Create a event
2A. Add your image to the event (Rock, Box, Whatever)
2B. Set the Options to Move animation and direction fix
2C. Set the trigger Player Touch
2D. Create a conditional Branch for each direction Up Down Left Right, Button is being pressed
2E. Then add a Move Route This Event(Ignore if cant move) $> Move away from player
Pushing a rock or a box can be done in two ways.
1. Create a event
1A. Add your image to the event (Rock, Box, Whatever)
1B. Set the Options to Move animation and direction fix
1C. Set the trigger Action Button
1D. Set Move Route, This Event(Ignore if cant move)
$> Move away from player
2. Create a event
2A. Add your image to the event (Rock, Box, Whatever)
2B. Set the Options to Move animation and direction fix
2C. Set the trigger Player Touch
2D. Create a conditional Branch for each direction Up Down Left Right, Button is being pressed
2E. Then add a Move Route This Event(Ignore if cant move) $> Move away from player
1. Create a Skill called drain
2. Make a common event
3. Create 2 variables (1. Drain Heal, 2.Drain Damage)
4. Set those variables = Drain Heal, Random –200-100, Drain Damage, Random 100-200
5. All Enemies. [Choose an animation for damage]
All Enemies. [Choose an animation for healing]
Deal Damage: All Enemies. Variable [0001: Drain Damage]
Deal Damage: Hero 1. Variable [0002: Drain Heal]
6. Set your skill to the common event
2. Make a common event
3. Create 2 variables (1. Drain Heal, 2.Drain Damage)
4. Set those variables = Drain Heal, Random –200-100, Drain Damage, Random 100-200
5. All Enemies. [Choose an animation for damage]
All Enemies. [Choose an animation for healing]
Deal Damage: All Enemies. Variable [0001: Drain Damage]
Deal Damage: Hero 1. Variable [0002: Drain Heal]
6. Set your skill to the common event
Create a common event called Jump(Item)
Put this into the events
Do this for each direction
Left : Jump -2,+0
Right : Jump +2,+0
Down : Jump +0,+2
Create Your Item
Set the item = to the above common event
Put this into the events
Code:
@>Conditional Branch: Player is Facing Up
@>Set Move Route: Player (Ignore If Can't Move)
$>Jump: +0,-2
else
end branch
Do this for each direction
Left : Jump -2,+0
Right : Jump +2,+0
Down : Jump +0,+2
Create Your Item
Set the item = to the above common event
Edit:
Additions working on
Creating:
Working on:
Unigue Final Fantasy Job System
Horse Race Game
Advanced Teleport System
Making Puzzle Items
Mini Games
Stealing (Outside Battle)
Drunkness, Like Fable
Guide to Advanced NPC
Player Owned Houses
Transformation With Level Inrease
Treasure Chest Sorage
Mini Cart Game
Visual Hp With Events
HUD
Weapon Forging
BlitzBall System
Name Of Town as you Enter
Moving rocks or boxes
Move Message Box out of thee way
Camera Panning
Jump Item
id like to add some more, so please make some requests: here
Please Leave Comments or Ratings, Thank You