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Tutorial - 'Various Tutorials in One' by Master Mog

An item about RPGMaker 2000 posted on

Blurb

Various RM2K tutorials in one simple package. They are all short but sweet

Body

Hey this is Master Mog and this is my first tutorial. It will (or try) to teach you how to do the following things for your game:
1.Timer/Watch Item
2.Synthesis/Forge System
3.FF7 Style GP/Golden Saucer System
4.Randomized Stuff (Treasure Chests/NPC Speech)[EASY]
5.Press ENTER to jump [EASY]

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~~~~~1.Timer/Watch Item~~~~~
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This allows you to use and item to show you how long you have bin playing a game.

Things Needed:
Variables x 3 [0001:Seconds-0002:Minutes-0003:Hours]
Switch x 1 [0001:Pocket Watch]

--ITEM--
Name: Pocket Watch
Classification: Switch
Price: 0
Usage #: Limitless
ON Switch:[0001:Pocket Watch]
Available: Field
Explanation: Shows amount of time playing the game!

--COMMON EVENTS--
Name: Timer
Event Start Conditions: Parallel Process
Appearance Conditions Switch:[0001:Pocket Watch]
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Got that? Good. Now that you have set everything up go into the "Common Events" tab in the Database. In the event commands set up a cycle.

<>Cycle
<>
End Cycle
<>

There, now within the cycle select wait command, and set it to "1 second". After that add+ 1 to the seconds variable.

<>Cycle
<>Wait:1.0s
<>Variable Ch:[0001:Seconds]+,1
End Cycle
<>

After the variable change set up a "Fork" so that when the variable [0001:Seconds] reaches 60 it changes it back to 0 and adds 1 to the [0002:Minutes] variable.

<>Cycle
<>Wait:1.0s
<>Variable Ch:[0001:Seconds]+,1
<>FORK Optn: Varb [0001:Seconds]-60
<>Variable Ch:[0001:Seconds]Set,0
<>Variable Ch:[0002:Minutes]+,1
End Cycle
<>

With me so far? Now setup another "FORK" so that when the variable [0002:Minutes] reaches 60 it goes back to 0 and adds+ 1 to the [0003:Hours] variable. Down below is what your event should look like in the end.

<>Cycle
<>Wait:1.0s
<>Variable Ch:[0001:Seconds]+,1
<>FORK Optn: Varb [0001:Seconds]-60
<>Variable Ch:[0001:Seconds]Set,0
<>Variable Ch:[0002:Minutes]+,1
<>FORK Optn: Varb [0002:Minutes]-60
<>Variable Ch:[0002:Minutes]Set,0
<>Variable Ch:[0003:Hours]+,1
:Else Case
<>
:End Case
<>
:Else Case
<>
:End Case
<>
:End Cycle
<>

Done that? Well that was the hardest part of this tutorial (even though it was very easy :P)! Now is all you need to do is give the hero the "Pocket Watch" item and...POOF! You are done that!

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~~~~~2.Forge/Synthesis System/Mix Shop~~~~~
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This tutorial teaches you how to make a shop that lets you forge items (like FF9). This can be used for both weapons and items.

Things Needed:
Shopkeeper/NPC
Items needed to forge and the item you want to make
No Variables
No Switches

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If you have that set up we can now continue. Down below is what everything will look like when it is finished. If that isn't enough for you, go below to see the word description of it all.

Event Commands:
Messg: What do you wish to synth?
Show Choice: Super Potion/Elixir/Mega Phoenix/ Leave
[Super Potion] Case
<>Messg:\$ You need a Potion and 150 GIL to make this. Continue?
<>Show Choice: Yes/No
[Yes] Case
<>FORK Optn: ITEM-Potion GOT
<>FORK Optn:MONEY-150 above
<>ADD Item-Remove Potion
<>Change Money: Decr 150
<>ADD Item-Super Potion
<>Messg: You made Super Potion!
<>Play SE: Item1
Else
<>You are missing the main components to create this item!
End
<>
Else
<>You are missing the main components to create this item!
[No] Case
<>Good day!
[Elixir] Case
<>
[Mega Phoenix] Case
<>
[Leave] Case
<>Good day!

First make the NPC/ShopKeeper ask you what you wish to make. Show choice so you can choose what you want to synth. For any of the choises make the shopkeeper say what you need. See above. Notice the "\$" in the text? That will show how much money you currently own. You should only use that if you have to pay money to synth something. Make him ask if you want to continue, because the player might have changed his mind, because it cost to much to make to make. After that is completed make a FORK condition, and make it activated if you have a Potion, and whithin the FORK make another FORK activated if you have more than 150 money. There! You have finished the hardest part of this tutorial! Now jut subtract 150 money, and subtract the potion, and add the Super Potion, then if you want play a sound efect and say something like "You have made a \C[9]Super Potion\C[0]!". Then in both of the "Else Cases" say somethong like "You are missing some of the components to make this item!". Now just do that over again for the other items and you just made a synth shop!

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~~~~~3.FF7 Golden Saucer GP System~~~~~
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For this you will be able to creat an arcade/mini game place where normal money isn't usable. This tutorial will be put into 2 parts: Part 1: The Coin Case
Part 2: The Arcade

Things Needed:
Variables x 1:[0004:Tokens]
Switches x 1:[0002:Coin Case]

--ITEM--
Name: Coin Case
Classification: Switch
Price: 0
Usage #: Limitless
ON Switch:[0002:Coin Case]
Avalible: Field
Explination: Shows number of Tokens owned!

--COMMON EVENTS--
Name: Tokens Owned
Event Start Conditions: Parallel Process
Appearance Conditions Switch:[0002:Coin Case]

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-----~~Part 1~~-----
To start go into the common event you just created. Select Show Messege option and type "You have \v[??] tokens!". The \v[??] shows what the numbered variable is at. So if you type \v[4] it will show what the fourth variable is numbered at. Then go to change switch and turn the [0002:Coin Case] switch of. So now you just created an item that shows how many tokens you own.

-----~~Part 2~~-----
Now just create an arcade map where you will be able to use the tokens. Now if for example you make a slot machine event and you want it to cost 5 tokens. Make the event look like this:

Mesg: Do you want to play the slot machine?
Show Choice: Yes/No
[Yes] Case
<>FORK Optn: Varb[0004:Tokens]above-5
<>Change Varb:[0004:Tokens]-5
-------------------------------------------------------------
-Now in this space here put the rest of the slot machine event-
-------------------------------------------------------------
[Else] Case
<>You do not have enough tokens!
[End] Case
<>
[No] Case
<>Messg:Good day!
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~~~~~4.Randomizer~~~~~
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This event will make some or all (your choice) randomized.

Things Needed:
Variables:[0005:Randomizer]

--COMMON EVENTS--
Name: Randomizer
Event Start Conditions: Parallel Process
Appearance Conditions Switch: x-x-x-x-x

First of all select the range of the outcomes (mine is out of 15). Now in the common event box select the cycle command.

Start Cycle
<>
End Cycle
<>

After that select wait command to any time you want (the lower the time, the more randomized it will be!). Then set the variable randomizer to 1.

Start Cycle
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set1
End Cycle
<>

Now just keep on doing this until you are happy with the outcome.

Start Cycle
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set1
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set2
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set3
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set4
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set5
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set6
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set7
<>Wait: 0.1
<>Change Varb:[0005:Randomizer]set8
End Cycle
<>

Now for the events just make a page for each of the events, and make them all have different outcomes.

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~~~~~5.Enter to Jump~~~~~
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This tutorial most people already know so I am just going to put it here to kill space.
Is what this will do is make it so your character will jump when you press enter.

Things needed:
Variables x 1 [0006:TheJump]

--COMMON EVENTS--
Name: The Jump
Event Start Conditions: Parallel Process
Appearance Conditions Switch: x-x-x-x-x

Use the "Enter Password" command and then select the following:

Enter Password to Variable:[0006:TheJump]
Input Passable Keys: Decision (5)
Options: Wait until key is hit

Then just use the "Move Event" option and select "Start Jump, Forward, Forward, End Jump". Select the option "Ignore if Can't be Moved", and there! You are done!

------------------------------------------------------------------------------------------------- Well that is the end of my tutorials and I hope they could be of use. Email me at ooboo_the_foboo@hotmail.com if you have any problems with it