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Tutorial - 'Caterpillar System' by Rusty

An item about RPGMaker 2000 posted on


Yup... there's plenty of tutorials for one of these out there. The difference in this one is that it ACTUALLY works. Neat, huh?


Hello! Well, evil Bart made me make this a tutorial instead of an add-on; but it really is an add-on as you're gonna have to download this 466 KB file.

In case anything happens to this URL (i.e. it changes), check out as a back-up.

Well, the thing you should be currently downloading is a WORKING (I repeat working - i.e. it DOES work, it DOESN'T lag, and it ISN'T fragile (i.e. tap the arrow keys quickly and it screws up) caterpillar system in the form of an RM2K game. It also comes with a tutorial in HTML which quite frankly in my opinion is the easiest thing to read, but for the sake of making this a proper tutorial I'll put it here too :)

Caterpillar System
by Rusty

Well, the first thing you should probably do is check out the caterpillar system to see what it's like. So, just open the RPG_RT.exe and give it a shot!


All my RPG Maker coding is available to be used by anyone who wishes; however in the past people have "bent the rules", and given over the impression that they actually made the systems which I created. Because of this, I have had to change the rules slightly so that it hopefully doesn't happen again.

In your credits you must say that the Caterpillar System was created by Rusty, and also link to ' ' . (The link is so that if someone plays your game, is impressed by the caterpillar system, and wants to use the same sort of thing in their own game they can download it and do so)
You must not remove/edit the comments within the coding

Contact Me

E-mail & MSN Messenger -

AIM - RustyRM2K
Web - (and if this does not work, information on any URL changes can be found at )


The demo you played uses a certain method of screen transitions (i.e. how the screen fades out/fades in (or other) between maps). This is, that in the database, the screen transitions are set to 'Do not erase', and 'Instant Display' and screen transitions are instead done manually when teleporting. This method means that when you teleport to a map, things can be "set up" before the screen is actually displayed. The thing that is "set up" before the screen is displayed in this game, is the positioning of the heroes who follow you. Because of this, it is advised that you use this technique when using this system.
This system uses Variables 0088 - 0100, and Switches 098 - 0100.

Using This in Your Game

Open up the example game in RPG Maker 2000.
Select 'Map 1'. (It doesn't really matter if you select Map 2 or Map 3 as they are practically the same)
You will notice that there are 4 events in the top right hand corner. This is the caterpillar system. These 4 events must be on EVERY single map you wish the caterpillar effect to take place (unless, of course, you edit it so that there are only 3 members in your party etc). Also, not only must they be on every map, they must be the first 4 events on every map, and must be placed in order from left (first) to right (last). This is because RPG Maker does not identify events as names, they identify them as numbers. So the event 'Caterpillar System' will be given the number 1 by RPG Maker, and the event 'Hero 2' the number 2 etc. The caterpillar system will only work if each of the events is identified correctly; so, for example, if you make a town, make all the doors as events, then add the caterpillar system, you will have doors following you around instead of heroes!!!
Now, change the graphics of the event 'Hero 2' to be your hero 2 graphic, and event 'Hero 3 to be your hero 3 graphic etc.
Once you've changed those graphics, you will never need to alter those 3 events again; everything else is done in the event 'Caterpillar System'.
For nearly all of the maps in your game, there will be more than one entrance. Some maps will just be walk in one side, walk out the other; others may be towns with lots of house that you can go in, and so when exiting the houses there are many ways of entering the town map, meaning lots of different positions that the "caterpillar" heroes will have to appear at depending on where the main hero enters from.
Open one of the teleport events in the map you are in.
You will notice a 'Change Variable [0088 : Entered Map at]' command. This command is used to set up where the heroes will appear on the map you are about to teleport to. Every different position the hero can be teleported to on a certain map should be given a number. For example, if you are teleporting to a map that is a dead end, then there will only be one position the hero can be teleported to; but if you are teleporting to a map that has 20 houses, then there will be 20 positions that the hero can be teleported to.
This concept may seem confusing, so have a look at the example game. Open a teleport event in 'Map 1'. You will notice Variable [0088 : Entered Map at] is set to 1 before the hero is teleported; and when you enter 'Map 2', the heroes appear at the left hand side. However, if you open a teleport event in 'Map 2' you will notice that Variable [0088 : Entered Map at] is set to 2, and when you enter 'Map 2', the heroes appear at the top of the screen. Neat, huh?
So, you should understand now that whenever you teleport to a map, you should set Variable [0088 : Entered Map at] to a number, so as to decide where the "caterpillar" heroes will appear on the screen. However, that is only part of it. In the actual map which you get teleported to, the event in the top right hand corner (named 'The Caterpillar System'), acknowledges what value you have set Variable [0088 : Entered Map at] to, and from that decides where the "caterpillar" heroes should be displayed. Let me explain...
Well, open up the event 'The Caterpillar System' if you haven't already done so. You will see a fork condition, which says 'If Variable [0088 : Entered Map at] is equal to (a number) THEN', and inside this fork condition it 'Places and faces' Hero's 2, 3 and 4 on the map. For every possible location that the hero can be teleported to on a map, you will have to create a fork condition like this.
From here its fairly simple (well, it all should have been really). The 'Teleport Event' command is the command which sets up the position of each hero on the map. Just select the square you want them to appear on (Note: Hero 2 MUST be in a square next to Hero 1; Hero 3 MUST be in a square next to Hero 2; and Hero 4 MUST be in a square next to Hero 3). The 'Move Event' command just selects what way you want the hero to be facing when the map first shows.

Uhm... this tutorial has seemed really short... but... that's all there really is to it! If I haven't explained any thing very well, please let me know and I'll improve the tutorial (there could be others in the same position). For now... good bye!

~ Rusty ("that little gnome thing")