This is my first tutorial, I hope it helps you, it may be a tad hard to follow, if you have questions, e mail me at [email protected]
There are different things you can do for Chocobo racing, but this will work for any racing. This is generally simple; you will need to make 2 maps for this.
Part One, this is where it all starts out, the ticket booth, or whatever.
1. Make a map, any size, doesn�t matter.
2. Make an event, Same Level as hero, push key, and put in a choice saying �Race Yes/No� (Go to show choice) if it will cost money, insert change gold held to however much it costs to play. And add in a change switch, call it �Turbo Used� and turn it off (you�ll see why later). Then you will be adding in a teleport here, later (to the race track).
Part Two, this is how you are gonna make the race possible
1. Make a map that is large (I did 50 x 75, but I would recommend much much larger) and put in a long strip of grass or dirt, make enough, this will be one raceway, make it two chips wide and extremely long, but don�t let it touch the top of the map (I had it go 50 chips up, the raceway touches the bottom of the map). Make as many grass strips as you want, depending on how many racers you want. As a perimeter, put a wall in, also put walls in between each racer�s grass strip, so that way no one will cut off an enemy racer.
2. There should be an outer perimeter around your track, for the crowd, if you want it, the crowd you should know how to make.
3. To make your racer have the ability to use a turbo, you will need to do as follows: Make a blank event, or you can use a crowd member for this. Make a parallel process, then insert Enter Password (Page 3) and for the variable, call it anything you want, I called it Turbo. Then you are going to need to make a Fork Condition. Put Switch: Turbo Used to off (this is the event you made earlier.) Then hit ok. Then under your fork condition put: Move Event: Hero-Speed up. Then insert a wait, make it .8 seconds. Then put in another move event Hero-Move Speed Down Move Speed down (so you will tire yourself a little) then insert another wait, for 1 second, then put in Move Event Hero-Move speed up. Then, so you can have only one turbo, put in Change Switch: Turbo Used ON. If you want a second turbo assign it to another button, the cancel button, but then you will have to make an extra switch and an extra event. (Don�t forget to do the Turbo Used switch at the beginning)
Part Three, this is where I tell you how to make the opponents will be and how to do the finish line, or pretend finish line. This part can vary in your game, just depending on how you want to do it.
1. Create a racer in each lane (one lane is two chips wide and 50 long) and make them same level as hero and make them a parallel process, put movement type to By It�s route. Make it�s route be several ups, and include one turbo in there, just to be real, have its frequency at 7 or 8 to make it difficult, and make sure his movement speed is 5 or 6. This will go for all racers.
2. At the end of each lane, put a blank event, below hero and on touch (event, hero). At the end of your racers strip or lane, put in Teleport, back to the previous map, and put a Message saying �WINNER!� and put in a sound effect: CLAP (it is a crowd cheering) and if you want to earn money, change gold held and increase it to however much you want.
3. At the end of opponent racer�s lane, put in a blank event, below hero and name each event anything, but number them (I will call it LANE1, Lane2, etc.) This part is VERY important. You will need to create some variables, just put in the ones I have. On each racer, put in the following code: Change Variable: ONE: Y Pos,SET, Event:This Event -Y Coordinate. Next variable is Y Dist, Set, Event: This Event-Y coordinate. Then: Y Dist2,Event: Lane_ -Y coordinate. Then do Y POS2 Lane_-Y Coordinate.(Fill in the underscores with the number of your lane. The code for each Var. should look like this, except with a few changes per variable:
Change Var: Var[000_Y Pos] (Set)-This Events Y Pos
Then you need to do one last thing before it is ready to go. Insert a fork condition. Set it to variable: Y Pos Variab: Y Pos2 -Same. And don�t add an else case. Hit ok, and then in the lines of code thingy, insert under the fork conditions Teleport to the booth map, and a message saying you lose, and add stuff as necessary.
And this concludes my tutorial on Chocobo racing, I hope you could understand it, I know it is a lot to take in�I thought of it in my sleep, hehe, weird. And I decided to write a tutorial on it thanks to the influence of HellBlazer and PocketX, so thanks guys! And thanks to SSTrihan for helping me make this work.
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What you need to know about:
Variables
Common Events
Add/Remove Item command
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This is really simple but for you noobs I apologise if you can't follow this, but I've tried my best because this is my first tutorial
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1-press f8 to get into the database and create a cool gun animation
2-go to the skills section and create a gunblade shot skill -put the using message -shoots the enemy-
-IMPORTANT!-put the mp cost 0
-IMPORTANT!-put the basic effect on 90 and check HP
3-Now goto items and create a weapon called the gublade -classification :arms- IMPORTANT dont make the gunblade have the gun shot animation have it have the sword animation...Configure the damage and stuff as you wish, read on for a bit more info on that...
(A) Give the weapon a boost to your Mind stat
(B)Give the weapon a boost to your Attack power
Now that you've chosen this, go back and Configure the Gunblade shot skill. If the gunblade gave a boost to your Mind force, then change the skill so that it uses the "Mind Chance" guage to determine damage, and "Hit chance guage if it boosted your strength. This is so the weapon is contributing to the skill's power.
4-create 2 more items One of them should be called "Fake gunblade Bullet." Make it a "Common Goods" and give it whatever cost and description you like.
5-The other should be called "Real gunblade Bullet". Give it exactly the same cost and description as
"Fake gunblade Bullet" and make it a "Unique". Have it invoke the "gunblade shot Bullet" skill and make sure the only character capable of using it is the one who carries the gunblade. (Using the check boxes)
6-goto common events name the event -your characters name -gunblade...make it parrallel process for the sake of reconizing the character i will call the character Alex-
7-Select "Fork Conditions" Check "Hero", select "Alex" and select "Item Handgun is equipped". Add an ELSE case. hit the little "..." and put "gunblade is equipped"
8-Select "Change Variable", name a variable "Gunblade Bullet" have it set it to "Fake Gunblade Bullet" "owned number" Now "Add Item", add "Real Gunblade Bullet", equivalent to the variable "Gunblade Bullet" "Change Variable", "Pistol Bullet" variable, "Set" to 0
"Add Item", set it to Remove 99 "Fake Pistol Bullet"s
9-Under the ELSE Case...
-"Change Variable", "Pistol gunblade" have it set it to "Real gunblade Bullet" "owned number"
-"Add Item", add "Fake gunblade Bullet", equivalent to the variable "gunblade Bullet"
-"Change Variable", "Pistol Bullet" variable, "Set" to 0
"Add Item", have it Remove 99 "Real gunblade Bullet"s
~~~~~~~~~~Your code should look like this
<>If Alex = Handgun is Equipped
-<>Change Var:Var[0001:PistolBullet][Set]-Fake Pistol Bullet Hold Amount
-<>Chng Item Count:[Real Pistol Bullet]V[[0001][Add]
-<>Change Var:Var[0001:Pistol Bullet][Set]-0
-<>Chng Item Count:[Fake Pistol Bullet]99[Rem]
-<>
:ELSE Case
-<>Change Var:Var[0001:PistolBullet][Set]-Real Pistol Bullet Hold Amount
-<>Chng Item Count:[Fake Pistol Bullet]V[0001][Add]
-<>Change Var:Var[0001:Pistol Bullet][Set]-0
-<>Chng Item Count[Real Pistol Bullet]99[Rem]
-<>
:End Case
<>
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First of all, you need to make a place for your lottery stand. Make a person
behind the desk. Set their event to push key. Then make a message that says �Wanna
buy a lottery ticket? 5 Gold Each!� Then on the next nine, thats has a backslash (not the
one that has the ? mark on the key, the other one) and then a $ sign. (\$)
Hohoh! Wait a MINUTE!! What does the (\$) thing mean? Well, it displays the
money that you have with you. Now isn�t that helpful. Close the message box.
Next make a show choice option. Make the options. 1 ticket, 2 tickets, 3 tickets
and cancel.
Under the 1st choice make a fork option, located on the 3rd tab of the event tabs.
Make a fork that says if money 5 above, then it changes gold held - 5, then Make an input
digit event with 4 digits, store them in variable �lotterytic1.�
Now make a timer event, set it to start 10:00 minutes. You don�t need to display
the timer. Make it turn on switch �Timer�Now make a common event that is set to
parrel process. Make it�s start condition switch �Timer.� Now make a fork that says if
timer is at 0:00, set variable �Lottery Results.� To any random number between
0000-9999. Now turn on switch �Lottery Results.� and then turn off switch �Timer.�
Back at the stand, with this switch, show a message that says, �See lottery
results,� then show a show choice. Then make a message that says �Lottery Results are
/v[x] and your ticket is /v[x]. [x] represents the variable number.
Now under that, make a fork option that says, if �Lottery Results equal to
variable lotterytic1,� Show message that says, �YOU WON!� Or something�, then make
an event that gives your hero some money. Have a message underneath the else case that
says. �Too bad. Good luck next time.� Then under the last end case, turn off Lottery
Results, and set Lotterytic1 and LotteryResults to 0. Now under the 2 tickets and 3 ticket
things, just do the same, except have more input digit events and have lotterytic2 and 3
variables, and then the /v[x] message would be like this. �Lottery Results are /v[x], your
tickets are /v[x], /v[x], and /v[x]. Of course, you also turn on a different switch to go into
the place. So switch LotteryResults would become LotteryResults2 and 3. Also, make 2
other timer events for the other 2 tickets, with switches �timer2� and timer3.� Easy
Enough? Good!
That should be it. Just give credit to ATARI in your game
Remember
�Even the greatest gamers were n00bs.�
Drain and Osmose magia
Firstly, you'll need a skill, so go into the "Skills" tab in your database and make a new skill. Name it "Drain" and set it to a switch type. Obviously, when it comes to how much MP this will cost and a skill description, hell, it's your game, I'm not your mother. You have complete free reign here. Make sure it's only available during battles, and make it turn on a switch named "Drain".
Now, unfortunately, the DBS won't allow you to select a specific target when using a Switch type skill, so you're just gonna have to let rip on all your enemies with this skill.
Go into your "Monsters Party" tab and make a new event in any monster party which requires the "Drain" switch as the trigger. The first event command here you'll probably want to use is a "Show Battle animation"... so you just create one and show it here, making sure it targets the whole group of enemies.
We'll have to figure out the amount of HP this skill actually takes off. I did it by basically simulating rm2k's damage, but making it dependant on my character's magic stat. So basically, you set up a variable called "Drain power" and set it to the character who uses the skill's mind. Then you change that variable, dividing it by 2. Now, create a variable called "Drain defence" and this is where it depends on how many monsters are in the party. Let's say it's three. Therefore, you set the "Drain defence" variable to Monster1's mind. Then add Monster 2's mind, and then Monster 3's. Now divide that by how many monsters are in the party. Finally, divide "Drain defence" by 4.
So you have a basic power of Drain and a modification based on the monsters' own minds. All you need to do is change the "Drain power" variable by subtracting the "Drain defence" variable. There, now "Drain power" is finally set to it's final value.
Next, you simply subtract "Drain Power" from all the monster's HP values; whether you wish it possible for your enemies to die from this is up to you. Add "Drain power" to the character's HP. Now, you simply show message, such as, "All enemies lose ["Drain power" variable]HP! [Hero] gains ["Drain power" variable]HP!" To finish off, you simply turn the "Drain" switch OFF.
Now in order to make the Osmose skill you just need to change the subtactions and additions to/from HP to MP.
Jump habilidade
This is my tut for the Jump ability found in FF games.
I made this solely for the purposes of 1. To make another tut. and 2. There wasnt one on this.
*Note:you need only to copy and paste the pages into the Monster Parties after you add this to the first one.
First, you will need a few things:
Two seperate skills: Jump, and [Name Here]. For this tutorial, I will call this skill "Spear", just like in Final Fantasy 9. This is how Jump should be set up.
Ability
Name: Jump
Type: Switch
Definition: [Your own!]
Cost: (whatever you please i prefer 0)
Available at: Battle (duh)
ON Switch: Jump
Now that the base skill is all done we need to set up an addional character, named "Jumped Character". If more than one characters have the "Jump" ability, then make more
than one "Jumped Character". It should be set up this way:
Character
Name: Jumped Character
HP: (Same as character using "Jump" skill)
MP: (however much you want)
Attack, Mind: 0
Defense, Agility: 999
Controlled by AI.
(Preferable to have Strong Defence on)
Equip this character with any weapon that has a 0% hit chance. (Preferable to have no
Battle Animation and PreAmptive Attack on)
Theres the setup. Now, for the pages to be put into the Monster Party section.
Page 1
Trigger: Jump Switch On
Fork Condition: Jump Condition Off
Variable: Jump - Set 0
Switch: Jump Condition - On
End Case
Change Hero's Party --> Jumped Character Add
Change Hero's Party --> [Character Name] Remove
Change Hero's Party --> Jumped Character Add
Page 2
Trigger: Jump Switch On, Turn X1
Variable: Jump + 1
Page 3
Trigger: Jump Switch ON, Variable Jump > 2
Change Hero's Party --> [Character Name] Add
Change Hero's Party --> Jumped Character Remove
Change Hero's Party --> [Character Name] Add
Message: Is ready to spear the enemy!
Change Skill: [Character Name] --> Memory
Page 4
Trigger: Jump Switch ON, Variable Jump > 3
Message: Is back on the ground!
Change Skill: [Character Name] --> Forget
Variable: Set Jump 0
Variable: Set Jump Condition 0
Change Switch: Jump OFF
There we go. The only prob i know of is that "is ready to spear" will repeat itself twice.
Thanks for your support and expect more tuts based on the Final Fantasy games.
There is one drawback to this system: If one person is equipped with the right gun,
everyone who is down as being capable of using the item will be able to use it,
whether they have the weapon or not. I got round this problem by only having one gunman in my group.
Hello Folks. It's atari, I'm here to talk about a SKILL EXP system
What is a skill exp system? Well if you remember playing ff7, you know you gain materia points towards your materia. Basicly you gain points and with a certain number of points your materia gains another skill.
I will explain a VERY BASIC version on how to do this. You will have to modify it on your own to make it more complex. The reason it is basic is that I explain only how to have to skills and the equipping way is similar to Legion Saga. (check it out if you don't know what it is) I also have it for only one hero. Not gonna waste time explaining how to do more than one hero with this.
Yata-yata-yata-. Okay, my moment of glee is over. Onto the tut! (tut-tut-tut)
1. Make a variable, name it magic points
2. Make a OTHER item, name it Magic Pendant Skill
Go into the database (press f8) click on the common events tab. Make a new common event. Set it as Parrel Proccess. Name it Magic Pendant Skill. Make a fork option (page 3) Goto the second page and click on the hero, select your main hero, click the "..." on the box below it and select item, in the drop box select your magic pendant. Hit ok. Then under it select a skill to memorize. (just use poison for this example.) Then under that make another fork option, choose variable magic points, set it above 500. Change skill and memorize another skill that goes along with the other skill. (example, make a posion 2 or something like dat) Don't forget to keep your else cases there. Now under the else case make them forget both skills. The coding should look similar to this:
FORK optn: hero-magic pendant skill Equipped
Change Skill - Hero-Poison->memory
FORK optn: varb[xxx]magic points-500 abov
Change Skill - Hero-Poision2->memory
<>
ELSE CASE:
<>
END CASE:
<>
ELSE CASE:
Change Skill -Hero-Poision->forget
Change Skill - Hero-Poision2->forget
END CASE:
<>
Alright. You got it working. Now to making you gain more magic points so you can use posion 2.
CBS
Make a varbile for each monster. When monster dies add one to the variable, when varialbe equal 3 (or how ever many monsters you have) change variable magic points, choose +, and random, put 1 in the first box and 4 in last box. This is only an example how to do it, but it can be altered as usual. Of course either set your monster var to 0 at end of battle or just make new ones for each battle.
DBS:
Easiest way to do this is to have a MARIO RPG battle system. Where you can actually see the monsters running around. Make the events on touch and below hero. Make in the event a start combat event. Then under escape case click add case. Then under victory case, + magic point randm 1, 4 (or however) then display a message you gain /v[x] magic points (of course, its the oposite slash, but the opposite slash doesn't show up in Gamingworld)
Good luck young programmers
Remember
"Even the greatest gamers were nOObs."
ATARI
NOTE: If you can please give credit to me if you use this in your game at the credits.
NOTE: It doens't work right to do it with Magic Points with the regular DBS way, but it can work with EXP and LEVELS that way. So good look... erm... luck!
Geomancer Skill
One of my favorite games off all time is Final Fantasy V. One of the coolest skills was the Geomancer�s �geomance� skill. It performed a different skill based on you terrain. It was different depending on in you were fighting on grass, or in a cave, or out at sea, then it would randomly pick between three or four attacks. It�s a pretty easy thing to recreate in Rm2k.
You�ll need a skill that activates the switch �geomance.� You�ll also need a variable called �geomance� and a variable called �geo target.� Go to a monster party and create an event which is triggered by the switch skill geomance. Then change your geomance variable operand to random between one and three, or however many skills you want possible for that battle. Then create three forks, each triggered an operand from one to three. In each fork should be the battle animation, the damage it does, the message, and lastly, change the switch to off. It should look like this:
Trigger: switch-geomance
Change variable �geomance�: random between one and three.
Fork condition: trigger: �geomance� operand 1- same.
Show message: Rock slide!
Show battle animation: rock slide
Change enemy Hp: decrease by fifty.
Show message: Enemy lost 50 HP!
Change switch: �geomance� � off
Fork condition: trigger: �geomance� operand 2- same
Show message: Stalactite!
Show battle animation: stalactite
Change enemy Hp: decrease by thirty.
Show message: Enemy lost 30 HP!
Change switch: �geomance� � off
Fork condition: trigger: �geomance� operand 3- same
Show message: Cave Wind!
Change enemy Hp: decrease by 25.
Show message: Enemy lost 25 HP!
Change switch: �geomance� � off
And there you go, a working geomancer skill!
you all know the bit in ff7 where you must get past the guards well here is a tutorial on how to do it...
(1.creating the map
well first you'll want the place where you must reach and something like statues placed every one or two squares apart leading to the entrance.
(2.the guards
behind the "statues" you should put the gaurds make them a paralell process i have it so they move 1 square then face down for 1 second then move back then repeat it.I done this by moving event left then wait for 0.5 seconds(to give the gaurd timeto walk) then move event face down then make a switch call it something like gaurd1 and turn it on the wait for 1 second then turn it off and move event right and wait 0.5 seconds so that it can move remember these things...
1.it must be a parallel process
2.make sure the gaurd has time to move or the switch will permenantly be on
3.for each gaurd there should be a separate switch
(3.The capture
make an event on hero touch and make it so that gaurd1 is on the put a message like capture then start combat (against the guard) then teleport to the entrance also put this in the gaurds point of veiw and for each gaurd use a different switch
(4.the end
i hope this has helped you all it can easily be changed to make a more challenging puzzle but ill leave that to you
Fa�a vc mesmo um Banco p/o game
Eu n�o explicarei muito o que faz, o que acontece, eu apenas vou colocar o que tem que fazer para conseguir fazer um banco. Para come�ar a tela deve ficar assim <>Messg: Bem vindo ao banco [nome do banco, se voc� quiser]: Por favor escolha uma op��o: <>Show Choice: Retirar/Depositar : <>:[Retirar] Case <>:[Depositar] Case <>:CANCEL Case <>:END Case <> Coloque esses t�tulos para variables: Dinheiro atual, Dinheiro da conta, Retirar dinheiro, Depositar dinheiro. Eu usarei 1 para dinheiro atual, 2 para dinheiro da conta No caso de retirar, a tela deve ficar assim: <>:[Retirar] Case <>LABEL: 1No <>Messg: Voc� t�m \v[2] [tipo do dinheiro aqui] na sua conta . Coloque a quantidade que est� retirando. Eu coloquei \v[2] porque variable 2 � a que n�s designamos para "Dinheiro da conta". Ent�o ficar� assim... <>:[Retirar] Case <>LABEL: 1No <>Messg: Voc� t�m \v[2] [tipo do dinheiro aqui] na sua conta . Coloque a quantidade que est� retirando. <>Input Number: 6 Dg.[0003:Retirar dinheiro] <>FORK Optn: Varbl[0003:Retirar dinheiro]-V[0002]less <>Messg: Voc� retirou \v[3] [tipo do dinheiro aqui]. Pegue seu dinheiro. <>Change Money: Money V[0003] Incr. <>Variable Ch:[0002: Dinheiro da conta]-, Var.[0003]val. <> Excepting Case <>Messg: A quantidade que voc� colocou est� ultrapassando a quantia em sua conta. <>GOTOLabel: 1No <>:END Case <> Agora, para depositar, a tela deve ficar assim... <>:[Depositar] Case <>LABEL: 2No <>Variable Ch:[0001:Dinheiro atual] Set, Money# <>Messg: Voc� tem \v[2] [tipo do dinheiro aqui] na sua conta. Coloque a quantidade de dinheiro que voc� quer depositar. <>Input Number: 6 Dg.[0004:Depositar dinheiro] <>FORK Optn: Varbl[0004:Depositar]-V[0001]less <>Messg: Obrigado. Voc� tinha \v[4] [tipo do dinheiro aqui] na sua conta antes de depositar. <>Change Money: Money V[0004] Decr. <>Variable Ch:[0002: Dinheiro da conta]+, Var.[0004]val. <>Excepting Case <>Messg: A quantidade que voc� quer depositar est� acima da quantia que voc� est� segurando. <>GOTOLabel: 2No. O evento inteiro tem que ficar desse jeito: <>Messg: Bem vindo ao banco [nome do banco, se voc� quiser]: Por favor escolha uma op��o: <>Show Choice: Retirar/Depositar : <>:[Retirar] Case <>:[Depositar] Case <>:CANCEL Case <>:END Case <> <>:[Retirar] Case <>LABEL: 1No <>Messg: Voc� t�m \v[2] [tipo do dinheiro aqui] na sua conta . Coloque a quantidade que est� retirando. Eu coloquei \v[2] porque variable 2 � a que n�s designamos para "Dinheiro da conta". Ent�o ficar� assim... <>:[Retirar] Case <>LABEL: 1No <>Messg: Voc� t�m \v[2] [tipo do dinheiro aqui] na sua conta . Coloque a quantidade que est� retirando. <>Input Number: 6 Dg.[0003:Retirar dinheiro] <>FORK Optn: Varbl[0003:Retirar dinheiro]-V[0002]less <>Messg: Voc� retirou \v[3] [tipo do dinheiro aqui]. Pegue seu dinheiro. <>Change Money: Money V[0003] Incr. <>Variable Ch:[0002: Dinheiro da conta]-, Var.[0003]val. <> Excepting Case <>Messg: A quantidade que voc� colocou est� ultrapassando a quantia em sua conta. <>GOTOLabel: 1No <>:END Case <> [Depositar] Case <>LABEL: 2No <>Variable Ch:[0001:Dinheiro atual] Set, Money# <>Messg: Voc� tem \v[2] [tipo do dinheiro aqui] na sua conta. Coloque a quantidade de dinheiro que voc� quer depositar. <>Input Number: 6 Dg.[0004:Depositar dinheiro] <>FORK Optn: Varbl[0004:Depositar]-V[0001]less <>Messg: Obrigado. Voc� tinha \v[4] [tipo do dinheiro aqui] na sua conta antes de depositar. <>Change Money: Money V[0004] Decr. <>Variable Ch:[0002: Dinheiro da conta]+, Var.[0004]val. <>Excepting Case <>Messg: A quantidade que voc� quer depositar est� acima da quantia que voc� est� segurando. <>GOTOLabel: 2No.
Tutorial sobre como fazer um banco! ================= � realmente f�cil criar um banco no RPG Maker 2000: Veja como neste tutorial: Para criar seu banco, voc� precisa criar uma variavel chamada Dep�sito. No dep�sito voc� estoca a quantidade de dinheiro que voc� tiver. Depois, voc� vai precisar de um switch, Depois dep�sito. Agora, veja o evento. Seu Banco ----------------- P�gina 1 ****** Push Key: No Conditions <>Messg: Banqueiro: Quer depositar seu dinheiro? <>Choice: Sim/N�o [Sim Case] <>Change Variable Deposito: Gold Held <>Change Gold -999 <>Change Switch: Deposit On/Off Triger [No Case] <>Messg: Banqueiro: Quando precisar pode vir aqui! P�gina 2 ****** Push Key: Deposito On <>Messg: Banqueiro: Voc� deseja retirar seu dinheiro? <>Choice: Sim/N�o [Yes Case] <>Change Variable Deposito 0 <>Change Gold: Variable Deposito <>Change Switch: Deposito On/Off Triger [No Case] <>Messg: Banqueiro: Tudo bem!
Tutorial de fazer o her�i se transformar na batalha Esse tutorial � um pouco dif�cel de fazer, eu aconselho voc� a saber sobre Fork's.. Passo 1 V� em data base, depois em Hero, e crie dois personagens: a pessoa que vai se transformar normal, e a pessoa j� transformada. No meu eu usarei Sabin para normal e Sabin X para transformado. Agora, v� em skills, e crie uma magia chamada Transformar (ou a sua escolha), nela coloque como classification Switch, coloque o tanto de mp (no meu eu coloquei 45) e coloque um soud effect(se quiser). Coloque tamb�m a explanation e a using message. Na ON Switch, coloque a switch tranforma��o, no caso no meu eu usarei [001:transformacao] . Coloque tamb�m para ser usado somente em batalhas. Passo 2 Agora, v� para common events, e crie um evento. O meu ser� Sabin Transforma��o. Coloque como Parallel Process, e coloque no Appearence Conditions Switch, a switch se-destranformou, eu usei [003:destransformacao]. Nos comandos, coloque Change party, de adicionar o her�i normal(no caso, o Sabin), e remove o tranformado (no caso Sabin X), e coloque um change switch para o se-destransformou OFF(no meu seria [003:destransformou]). Vai ficar assim: <>Change Heroes Party:Sabin-Add <>Change Heroes Party:Sabin X-Remv <>Change Switch: [003:destransformacao]- OFF Set <> Passo 3 Agora, v� para Monsters Party (M. Party). Crie um party de um s� monstro (s� para voc� testar agora). Nele, coloque o monstro que voc� quer. Agora, v� em trigger, e coloque como switch [001:transforma��o] ON. Nos comandos, coloque primeiro um Fork de caso a switch [001:transforma��o] tiver ON; desmarque a op��o em baixo. Agora, crie uma outra switch, que ser� a segunda, coloque um nome qualquer nela, vamos por batalha - [002:batalha]. Somente crie a switch, n�o coloque nada de change switch. Dentro do fork da switch transformacao, coloque um outro fork de caso a switch [002:batalha] tiver ON, e marque a op��o em baixo. Deixe esse fork em branco. No exception case desse fork, coloque os comandos de change party, para remover o Sabin, e para adicionar o Sabin X, coloque um wait de 4.0 segundos (conforme for o tempo que voc� quiser, e tam�m o tempo de tocar aquele som na parte de skill(no meu eu coloque o som Aura, que n�o vem no rpgmaker, e ele dura 4.5 segundos)). Agora, vem os comandos a sua escolha, eu coloquei assim depois do wait(fica bem massa): um flash screen branco, um play bgm para mudar a m�sica de batalha, e uma mensagem escrita \c[1]Sabin se transformou para Sabin X!. Agora, continuando, depois de colocar as coisas que voc� quer, ainda no exception case do fork, no ultimo comando coloque um change switch para [002:batalha] ON, e assim termina esse Fork. Agora, em baixo de todos os fork's (n�o coloque dentro, e sim fora deles), coloque um outro Fork, de caso o inimigo morrer(no meu t� o inimigo como Gnomo), e marque a op��o la em baixo de novo. Dentro do Fork, coloque um change switch para [003:destransformacao] ON. Vai ficar assim: <>Fork Optn:Switch [001:transformacao]- ON <>Fork Optn:Switch [002:batalha]- ON <> :Excepting Case <>Change Heroes Party:Sabin-Remv <>Change Heroes Party:Sabin X-Add <>Wait 4.5 //Nota: Essa � a parte a sua escolha. <>Flash Screen (R31,G31,B31,V31),0.5sec(W) <>Play BGM: WA2lordblazerbattle (aqui fica a sua escolha tamb�m) <>Messg:\C[1]Sabin se transformou em Sabin X! //Nota: Aqui volta para os comandos obrigat�rios <>Change Switch: [002:batalha]- ON Set <> :End Case <> :End Case <>Fork Optn:1:Gnomo-ActionPsb //Nota: Esse � o monstro.. se tiver mais de um monstro na batalha, voc� tem que colocar um fork dentro do outro com o os monstros, e desmarcar a op��o de baixo em todos, e s� deixar marcada no �ltimo. <>Change Switch: [003:destransformacao]- ON Set <> :Excepting Case <> :End Case E Pronto! Agora, � s� colocar a magia Transforma��o no seu her�i, e testar! Obs.: O Her�i que vai receber esperi�ncia � o Sabin X(o transformado), se voc� quiser, voc� pode colocar para a parte de quando o inimigo morrer trocar o Sabin X pelo Sabin.. mas n�o tenho certeza se funciona.. ou ent�o pode fazer algumas com variables, para quando sabin entrar no grupo, entrar com o mesmo niv�l que tava o Sabin X, mas a� vc ter� que deixar o Sabin X no mesmo n�vel inicial do Sabin quando ele entrar... � meio complicado essas coisas, voc� pode pegar um tutorial que ensina a entrar uma pessoa com o mesmo n�vel que alguem do teu grupo... eu sei que tem, e em portugu�s tamb�m, pois eu tneho :P... � isso...
Tutorial de Password's O password no rpgmaker, s� pode ser num�rico. Ent�o para fazer voc� faz o seguinte: Cria um evento qualquer, um ba� por exemplo, e dentro dele voc� coloca uma mensagem, tipo Digite a senha, e depois um Imput Number (na primeira p�gina) com o tanto de valor de digitos, a� coloca no imput number uma variable qualquer. Depois do imput number, coloca um Fork, com a varialble da senha . A� coloca o n�mero da senha e coloca same. dentro do Fork, coloque uma mensagem tipo Senha Correta, e no excepting case coloca Senha inv�lida. Vai ficar assim: <>Messg: Digite a senha: <>Imput Number: 5Col:[001:senha] <>Fork Optn:Varbl[001:senha]-12345 <>Messg:Senha Correta! <> :Excepting Case <>Messg: Senha inv�lida! <> :End Case <> E pronto! agora vc jah tem uma senha! =)
Snowboard no game
H� 3 tipos que voc� pode fazer:
1. Snowboard comum s� com a descida
2. Snowboard com uma manobra
3. Snowboard com rampa
-------------------
Snowboard comum s� com a descida (Testado)
Para voc� fazer esse � muito f�cil e simples.
Passo 1
Crie um mapa todo de neve (coloque infeites se quiser)
Crie um charset do seu personagem em cima de uma prancha de snowboard, e coloque o desenho igual para todas as dire��es que o her�i virar (voc� deixa o mesmo desenho para o her�i virar para esquerda, direita, pra cima e pra baixo)
Passo 2
Crie um evento comum (common event) e nele coloque o nome de snowboard (pode colocar outro se quiser), coloque Paralel Process, e no lado, marque a caixinha e coloque uma switch qualquer.
Nos comandos do evento comum, coloque um set chara's movement para o her�i e coloque Step Down
e coloque um wait de 0.2 segundos. Vai ficar assim:
Name: Snowboard
Event Start Condition: Paralel Process
Appearence Conditions Switch: [***:Snowboard]
Nota: O *** � o n�mero da switch
<>Set Chara's Movement: Hero , Down
<>wait: 0.2s.
<>
Passo 3
No mapa da neve que voc� fez, coloque a largada e tudo mais, e quando come�ar, coloque uma switch para o Snowboard, e coloque uma switch para que chame o [***:SnowBoard](se quiser pode colocar um show choice para ver se est� pronto para come�ar), e coloque tamb�m um set chara movement para aumentar a velocidade. Depois, crie um evento normal no mapa, coloque duas p�ginas para ele, na primeira coloque At Hero Touch, e na segunda coloque paralel process. Na primeira p�gina voc� coloca somente um change switch para a segunda p�gina, e na segunda p�gina, coloque um Fork Condition para caso o Her�i esteja virado para cima(desmarque a op��o la em baixo). Nos comandos, coloque um set chara movement para o her�i Step Down. Vai ficar assim:
Evento da largada:
<>Messg:Est�o todos prontos?
<>Show choices:Sim/N�o
:[Sim] Case
<>Change Switch: [***:Snowboard]-ON set
<>Set Chara's Movement:Hero , Move Speed Up , Move Speed Up , Move Speed Up , Move Speed Up , Move Speed Up
<>
:[N�o] Case
<> (coloque o que quiser aqui)
:End Case
<>
Evento normal
Primeira p�gina:
<>Change Switch: [***:depois de largada]-ON set
Nota: essa switch � a da segunda p�gina
<>
Segunda p�gina:
<>Fork Optn:Hero - Up Go Towards
<>Set Chara's Movement:Hero , Down
:End Case
<>
Esse evento est� pronto. Agora, quando chegar no final, voc� coloca o que quiser.
----------------------------------------
SnowBoard com uma manobra (N�o testado)
Para voc� fazer uma manobra, j� fica mais dif�cil.
Passo 1
Fa�a o todo o Snowboard olhando os passos do Snow Board comum.
Depois, fa�a um outro charset, s� que dessa fez, fa�a com ele virando 360 graus para cima(como se fosse dando uma cambalhota para tr�s, mas com a prancha(pode ser meio dif�cel)).
Passo 2
Fa�a um evento comum de paralel process, coloque uma outra switch(manobra por exemplo), nos comandos, coloque um Set Password, e coloque somente para Decision Key e wait until key hit. Depois, coloque um Set Hero walk GFX, e coloque para o charset da manobra, e depois coloque um set chara movement com direita, cima, esquerda, baixo, um wait de 0.4s, e coloque um outro set hero walk gfx, para o da prancha. Vai ficar assim:
Name: Manobra
Event Start Condition: Paralel Process
Appearence Conditions Switch: [***:Manobra]
Comandos:
<>Enter Password:[***:variable qualquer]
<>Set Hero's Walk Graphcs: Her�i->Gr�fico da Manobra N�mero Set
<>Set Chara's Movement:Hero, Face right, Face up, Face left, Face Down
<>Wait 0.4s
Nota: O wait depender� da velocidade que voc� colocou para o personagem descer a montanha.
<>Set Hero's Walk Graphcs: Her�i->Gr�fico da Prancha N�mero Set
<>
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Snowboard com rampa (Testado)
Para voc� fazer esse, primeiro fa�a o snowboard normal(� claro).
Passo 1
Crie um chipset de rampa(tem que ser CHIPSET), ou pegue algum pronto.
Fa�a a rampa no mapa.
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Mais ou menos assim. (num sei se deu para entender hehhe)
Passo 2
Crie um evento normal, dois quadrados antes da ponta da rampa, nele, coloque o comando set chara movement para o Hero, e coloque os comandos: Start Slip Trought, Start Jump, Down, Down, Down, Down, Down (se quiser pode colocar mais, de acordo com a rampa), End Jump, End Slip Trough. Esse evento tem que ser At Hero Touch e Common Char Bellow. Vai ficar assim:
<>Set Chara's Movement:Hero, Start Slip Tro , Start Jump , Down , Down , Down , Down , Down , End Jump , End Slip Tro
<>
fazer o pc correr no jogo
material necess�rio:
� * 1 vari�vel
� * 1 switch
� * 1 common event (ou um evento normal caso seja usado apenas em um mapa)
procedimento:
eh bem simples, primeiro entre no database, na guia events ou common events. escolha um n�mero de evento (no caso de um common event) e o nomeie, neste caso "correr" coloque como condi��o parallel process, e desmarque a op��o de usar um switch (� direita do event start condition).
Na caixa de commandos, coloque um enter password, selecione uma vari�vel e a nomeie (corrida neste caso), depois desmarque todas as caixas, com excess�o da decision key (5). agora crie uma fork condition, com a condi��o de um switch (que nomeei correndo) como sendo OFF agora dentro deste fork coloque outro fork, com a condi��o da vari�vel corrida ter o valor IGUAL a 5 (este eh o valor dado quando vc aperta o bot�o de decis�o). dentro deste fork coloque um move event que aumenta a velocidade do her�i e um change switch que torne o "correndo" ON .
At� agora foi metade do trabalho. Depois do �ltimo end case, coloque mais um fork, com a condi��o de correndo ON dentro do fork, mais um fork com a condi��o de "corrida" = 0 (quando soltar o bot�o) dentro deste fork, coloque um move event pra diminuir a velocidade do her�i e mais um change switch pra mudar o "correndo" para OFF .
ps: tenha cuidado para n�o dar dois cliques seguidos no bot�o, sen�o o personagem alerda, mas isso pode ser concertado com um wait de uns 0.5 segundos depos de cada change switch
Cocentrate skill/magic
Concentrate/ Tech from a Tech System
Hello this is Dark Lord Magus again�this time telling about the tech system I came up with. First make a skill called �Concentrate�� make sure it�s a switch type Ok, now go into M. party and make an event triggered by the switch you chose to be activated by the tech� ok now chose the animation you want by picking�show battle animation�. Then select change variable�and name a variable �tech system� now choose operand as + and select set and put �1� by it. After this be sure to put a change switch command that turns off. Ok�. After that put a fork conditions command with variable set for ten� then put a message like �Cutting Edge MASTERED!� and music or a sound effect if you wish�then put change skill� select the skill you want to learn�. then voila! You�ve just made a concentrate system! Congratulations! This can be used to make your game a bit harder� because concentrate does no damage to the enemy so the person who�s using it has to be careful when they use it.