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Tutorial - 'Small RM2K Tutorial Collection' by Flavius

An item about RPGMaker 2000 posted on


Mr. Y has written four small mini-tutorials on RM2K and put them together for this...


It's been a while since I wrote a tutorial on RM2K, heh heh. Well, thank you for reading. This article hopes to cover a few of the looked-over standard features in RM2K that may be used in games, so you may learn a thing or two :D. I'll begin then...

NOTE: I write this tutorial in the style that you have RM2K open and can use it. Please make sure that is a true statement, so as to better understand the material. Now then...

1) Turning Smart Tiling Off

Many people understand this feature now, but a few may not, so what the hey, I'll cover it! In any RM2K chipset, the top 18 tiles are called 'Smart Tiles', because they operate on RM2K's smart tiling system. If you try it out by making a 3x3 area, each tile on the map from that one individual tile will probably produce a different-looking tile. If you really don't understand Smart Tiling, try messing around on your maps with the Smart Tiles.

What if you just like the default Smart Tile, and want to disable Smart Tiling? This is very simple :D. All you must do is hold the Shift key on the keyboard as you place tiles. However, the tiles placed may not look like those displayed in the Chipset Display. For example, to me it most commonly appears that a certain pattern is always followed... The picture of numbers below shows a 3x3 area, with each of the 9 tiles numbered.

1 2 3

4 5 6

7 8 9

Normally, it seems that cancelling Smart Tiling and placing tiles will use the 5th tile in that 3x3 display. However, it really just depends on how the chipset maker designed it. I recommend you experiment with Cancelled Smart Tiling for every Smart Tile in every chipset, in case you find something pretty you can use :). Also, if you have an image editor, you can just load the chipsets and alter them so that the Cancelled Smart Tiling option displays a different tile, but I'm not covering that here.

2) Special Dialogue Symbols

Another standard feature that over half of the community probably knows about, but I'd still like to give a firm explanation to those that don't know. These can be used in many places of the game, mostly in dialogue box-like functions, and come packaged with RM2K. To begin learning them, make a new event with 'Push Key' and 'Same Level as Hero', then make a new Show Message command. Now, here is an entire list of the SDSs.

Inventory Symbols:

$A: Sword $B: Shield $C: Star of Solomon(David)

Planetary Symbols:

$D: Sun $E: Moon $F: Mercury

$G: Venus $H: Earth $I: Mars

$J: Jupiter $K: Saturn $L: Uranus

$M: Neptune $N: Pluto

Astrological Signs:

$O: Aries $P: Taurus $Q: Gemini

$R: Cancer $S: Leo $T: Virgo

$U: Libya $V: Scorpio $W: Sagittarius

$X: Capricorn $Y: Aquarius $Z: Pisces

Assorted Symbols:

$a: face (smile) $b: Face (normal) $c: face (frown)

$d: sweat 1 $e: sweat 2 $f: spade clear

$g: heart clear $h: diamond clear $i: club clear

$j: spade filled $k: heart filled $l: diamond filled

$m: club filled $n: skull $o: cross

$p: sun $q: moon $r: Dot (small yen)


$s: Up $t: Right $u: Down

$v: Left $w: Up-Right $x: Down-Right

$y: Down-Left $z: Up-Left

Pretty long list, aye? Special thanks to the RM2K help document for this! Anyways, in order to use this, just type them as they appear above. For example, try typing this:

I am smiling, $a

Test this dialogue out, and you'll see a new smilie face appear after the sentence! However, you may have seen a sword instead. If you did, make sure you wrote the letter 'a' undercase. These symbols are caps-sensitive, as well.

You can use multiple dialogue pictures in one message box too! Try this one, for example:

I am smiling, $a

My astrological sign is Scorpio $V

I am carrying a skull $n

I am facing downward $u

If this works, you'll see pictures describing all of the sentences! Good job! Where else can you use these things? I myself am a bit unsure, as I haven't tested all areas. But, try using it in places like status condition titles, item descriptions, and DBS titles, and you should probably find some great and useful ways to use it! Just experiment with this function, as it is great for simpler DS games.

3) Setting the Curve of Experience

Have you gotten tired of having your heroes always having the same amounts of experience? Do you want heroes that may have a burst of levels early in the game, or a huge amount of experience to grow? You may, and you may not, but this IS possible to do in RM2K without a single variable. To set the curve of experience for a character, open the Database, select the Hero tab, and then open the profile of the character you wish to set the curve for. Ready? Look at the bottom of the screen for a box labeled 'Curve of Experience'. You should see another box within it that cannot be edited and/or typed in, along with a button labeled 'Set'. Click on the Set button!

Boy, that next screen with the green-and-black sure doesn't look as user-friendly as the rest of RM2K, does it? Heh heh, it works fine though :P. I'll explain every part of it now...

Common Cost- If this value is increased, more experience will be required for the character to advance in levels. Likewise, decreasing this value lowers the necessary experience.

Increasing Power- This value determines the amount of experience needed per level rising as the character grows in experience. The experience required at level 1 may not change much by altering this value, but just look at level 50 and you'll understand.

Corrected Cost- This value seems to work lot like Common Cost. I think it may have a different purpose, but I have not determined it yet.

We've been discussing features while still within the first tab of the Set command, the 'Total EXP' tab. If you click the 'Next Level' tab, you can view the experience needed to advance to each level. You may find this useful, though essentially all it is is another way to view the same data.

To determine the starting experience required for a character to advance to level 2, a simple formula is used...

Common Cost + Corrected Cost = EXP for Level 2

I am unsure exactly how RM2K determines the experience for 3rd level and further, but it is tied to the level being attained and the size of the Increasing Power value. So, for further levels, a different formula similar to this may be used...

(Common Cost + Corrected Cost) * (Increasing Power * Hidden, uncontrollable variable set by the engine) = EXP for that level

I hope you enjoy using this feature for your games to make characters more unique! However, make sure you remember that the experience level cap is always set by the engine at 999,999, and cannot go any higher.

4) Title Menu-only Audio

I discovered this nifty little thing out of curiosity. Have you ever played an RPG where the title menu's confirm and cancel sounds (Perhaps others too) sounded completely different than those in the rest of the game? You can easily make something similar in RM2K too! First, open your Database and open the System tab. Pick out all of your title menu's audio sounds, putting them in the appropriate places of coarse. Ready to continue?

Now open the Common Events tab, and make a new Common Event that is Auto-Start with no appearance switch. All you have to do within this event is make a Change System SE command for every System SE audio sound that is exclusive for the title menu. For example, if you set Cursor Movement at something special for the Title Menu, change the Cursor Movement sound to something you'd want in the rest of the game.

There you have it! Audio sounds exclusive to the title screen, which can make your game look much more professional.


Thank you for reading all of this small tips to using RM2K. I hope you've enjoyed these, and learned a thing or maybe two!