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Tutorial - 'Alchemy' by Deathknight

An item about RPGMaker 2000 posted on

Blurb

How to create an alchemical acquisition system for your game!

Body

This tutorial was proudly written by Deathknight (www.deathknightsrm2k.tk)
If you want to put this on your site your more than welcome to but leave it as is.
(don't change anything) thank you.

This is for rm2k

Today i'll teach you how to make an alchemy skill in your game
What's Alchemy??!!
Alchemy is the making of potions. (this isn't very hard but it's good to have basic knowledge
of switches Fork conditions and Add\remove item (like thats hard)

O.k

First of all we need herbs and crap.

goto your items menu in the database. (if you don't know how to get into the database then you
probably should not be reading this)

add at least 5 herbs (you don't have to add 5 but it starts to make it interesting.)
just make up names for them. (you can get them off games like Exile III and stuff)

for example:- Mandrake root, Holly, Graymold, Greenmold, Sanakroot etc.

now when you've made all your herbs we need the potions your going to turn them into.
so make how ever many potions are in your game. e.g revive potion healing potions, etc

hurray that's the easy part.

now goto your common events part of the database. Make a new common event call it Alchemy.
Make it an Autostart when the switch Alchemy is on.

o.k

now first ask do you want to perform alchemy with a yes or no choice.
if no they go back to the game if yes they continue on to this

Ask them what potion? now this part gets frustating cause you have to do it so many times as
you can only have 4 choices at once.

put in the first 3 slots of choices 3 names of potions, and the last choice as next page or
something.
now when the person chooses the last choice make it so more choices come up. do the same thing as
last time but with different potions. do that as many times as you need to fill up with your
potions.

now when someone chooses a potion give an explanation of the potion and what herbs it requires.
then ask them if they want to make it or not. give a simple yes or no choice if no return to game
if yes then it continues.

now your event should look a little like this.

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case

* With the No cases just leave it blank and it will just return to the game.

o.k now here come the fork conditions.

o.k you need the fork conditions for it to see if you have the right amount of herbs.
it's fairly easy so get ready.

O.k Fork conditions are on the 3rd page so look for it.
now there is 2 tabs in the little screen that will pop up. put it on tab number 2
and click so the little dot thing is beside item. now with that click on the little drop down box
and choose Andation (or what ever herb you've chosen.) and make sure it is on Has It and yes we
do want a else case.

Now it should look like this

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case
<>FORK Optn: Andation Item Got it

Now if you have to use 2 of the herbs like i have shown in this example then you have to remove 1
of them at this point.

now it should look like this

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr

Now you just do the same thing again.
and it will look like this

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr

Now you make it do the other herbs.

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr
<>FORK Optn: Herb Item Got it
<>Add/Remove Item Herb-> 1 Decr

Now make a message saying that it's making the potion. and you can make it possible to fail
making the potion if you want but i think thats crap. but to do that you need 1 variable and
to make it randomize between 1 - 3. just say you want a 1 in 3 chance of failing then put A Fork
Condition in that if the Variable = 1 than failure message. Got it? Other wise put a succesfully
made message then turn the Alchemy Switch off.

O.k now time for the else cases

For the very last Fork Condition make it say. You do not have the right herbs.
and add all the herbs that you may of taken out also don't forget to turn off the Alchemy switch.

It should look like this

<>Messg: Do you want to perform alchemy?
<>Show choice: Yes/No
:[Yes] case
<>Messg: What potion
<>Show choice: Antidote/Healing potion/Mp potion/Next page
*We're going to work with the antidote potion today
<>Messg: You'll need 2 Andations and 1 Normal Herb *(Andations is just a herb i made up)
<>Messg: Do you want to make it?
<>Show choice: Yes/No
:[Yes] Case
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr
<>FORK Optn: Andation Item Got it
<>Add/Remove Item Andation-> 1 Decr
<>FORK Optn: Herb Item Got it
<>Add/Remove Item Herb-> 1 Decr
<>Messg: Making potion
<>Wait: 1.0s
<>Messg: Done made antidote potion!
<>Add/Remove Item Antidote-> 1 Incr
<>Messg: Party got antidote potion!
<>Change Switch :[0001: Alchemy]-Off Set
<>
:Else Case
Messg: You don't have the right herbs.
<>Add/Remove Item Andation-> 2 Incr
<>Change Switch :[0001: Alchemy]-Off Set
<>
:End Case

Now for the other else conditions do the same but only add the item that you took in the first
place. Confusing.. Good!

now do that to all your other Potion making things.
now time for the skill

Goto your skills tab in the database and make a skill called Alchemy and make it a switch
Make it available at field only. how ever much mp if any. select a sound and make it turn on the
switch "Alchemy" on.

Hey look at that your done.
Thanks for reading my tutorial

any questions or problems please send to deathknight_30@hotmail.com

(c)Deathknight Games, Holicaust Games 2002-2003 www.deathknightsrm2k.tk