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Tutorial - 'Calling A Summon' by Katmandoo_79

An item about RPGMaker 2000 posted on

Blurb

Think of the FF games where you can call a Chocobo to ride around

Body

Hey y’all! It’s Katmandoo_79 here with my first ever tutorial! Woo hoo!
In this tut, I’ll be teaching you how to make a simple event that allows you to call a Chocobo every time you use a specific item (Just like when you use Gyshal Greens in the Final Fantasy series!) Believe me this is very simple to do, and it involves some knowledge of how to use switches (I only use four so no worries hopefully!). Basically, I came across this little event by trial and error, it was virtually a mistake I made while trying to do something else! But any ways, enough banter and onwards to the tut!

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Chapter 1: Making The Switches

Firstly, start off by making 4 switches and call them something along the lines of how they’re going to be used. Here’s an example:

(0001: Choco Wing) The Actual Item Switch
(0002: Choco Wing Use) The Switch That Will Use The Item
(0003: Choco Wing Found) The Switch Used If The Item Is Randomly Found
(0004: Choco Ride) The Switch That Allows The Hero To Get Off The Choco

NOTE: The 3rd switch is optional; you don’t have to make this unless you wish the item that will call the Chocobo to be found in chests and things or if the item is a special item (E.G. The only item in the game) If you want the item just to be sold in shops as one use only, I’ll explain at the end how to do that. Oh and it doesn’t matter what the switch number is either (0001, 0002 etc) they can be in any number slot ^-^

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Chapter 2: Making The Item

Ok now that you have your switches, open up the database (F8) and go to the items tab. Make the item you wish to call the Chocobo with. In this case, I’ve called mine Choco Wing. Now to set up its properties (Oh goody…) Under Classification, select Switch (You’ll see why later…) and for the moment, put the Price 0 and the Use No. Of Time to Limitless. Do a small explanation of what the item does and for the ON Switch, select the Choco Wing Use Switch and make sure that only the Field check box has a tick in it. This is what you should have so far:

Name: Choco Wing (Or whatever you want to call your item)
Classification: Switch
Price: 0
Use Number Of Times: Limitless
ON Switch: Choco Wing Use
Available at: Field

You got all that? Good, because now I’m going to explain the ‘technical’ stuff to you. –Narrows eyes sinisterly- Brace yourselves…

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Chapter 3: The Coding Behind The Item [Part 1 – Dismounting The Chocobo]

Ok still in the database, open up the Common Events Tab and select a field number (0001, 0002 etc) Then under name, call the event something along the lines of Calling Chocobo or whatever. For Event Start condition, select as Parallel Process. What this means is that when the event starts up, other things can be going on at the same time and they won’t stop or be affected by the event (E.G. People carry on walking around when you’re riding the Chocobo). Notice when you select Parallel Process the Appearance Condition Switch becomes available? Well this is where the switch links the item with the coding, so make sure you put a tick in the checkbox. Remember in the Item Creation we selected the Choco Wing Use switch? Well this switch will activate the coding which we will be entering in the Events Commands, so select this switch. This is what you should have at the moment:

Name: Call Chocobo (Or whatever)
Event Start Condition: Parallel Process
Appearance Condition Switch: Choco Wing Use (With the Check box ticked)

Right now for the long (ish) part. In the Events Commands, start off by making a Fork Condition and select the switch Choco Ride from the menu that comes up, also put a tick in the check box that adds an Else Case. This is very important because otherwise, making 2 separate Fork Conditions without an else case would just make the events clash (and we don’t want that now do we..?) Now that we have our Fork Condition, underneath the fork heading, make a message (Page 1) saying something along the lines of ‘Do You Wish To Get Off The Chocobo?’ (If you want the message to have no face graphic, insert Select Face (Page 1) and select Erase then click OK). Then after that make a choice message (Also Page 1). This will give the player a choice as to whether or not they want to dismount the chocobo. Now under the Yes choice heading, select Erase Screen (Page 2) and make it whatever property you want. In my opinion, I think Fade Out is quite effective for this. Next, select Move Event (Page 2) and make sure that the Object Character selected is Hero, then set its Frequency to 8. Now for the Movement Route, firstly change the graphic to your character sprite (In other words, what your main character looks like) then select Move Speed Down. This is important because when your hero dismounts the chocobo, they will return to their normal walking speed.

NOTE: This part is optional. Under the Move Event, make the BGM fade out by inserting Fade-Out BGM (Page 3) and make it fade out to what ever property you want, I chose one second. Now straight after this, insert Play BGM (Page 3) and select the BGM, which was your original world map music (That’s if your main world map had background music to begin with ^-^)

Then finally, insert a Show Screen (Page 2) and make the property the same you used to erase the screen with, then insert 2 Change Switch events (Page 1). These should be Choco Ride and Choco Wing Use. Make sure you turn these OFF.
Under the No Choice, leave this part BLANK, you don’t need anything here! Then there should be an END case already inserted. Confused? Here’s what your code should look like so far:



< >FORK Optn: Switch: [0004 Choco Ride]- ON
< > Select Face Graphic: Eras <= [Optional]
< > Messg: Do You Wish To Get Off The Chocobo?
< > Show Choice: Yes/ No
< > [Yes] Case
< > Erase Screen:
< > Move Event…: Hero, Change Graphic, Move Speed Dwn
< > Fade Out BGM: 1s
< > Play BGM:
< > Show Screen:
< > Change Switch: [0004: Choco Ride]- OFF
< > Change Switch: [0002: Choco Wing Use]- OFF
< >
< > [No] Case
< >
:END Case
< >


What this segment of code does is when the switch Choco Ride is turned on and when the player goes to use the item again, it will ask them if they want to dismount the chocobo. If the player selects Yes, it will erase the screen and change the hero back to normal as well as changing the background music before showing the screen again. If the player selects No, then nothing happens and they stay on the chocobo. Simple enough, no? Ok if you understand that part, let’s move on to the next. If not, I suggest you go back and read it through carefully before continuing! ^-^

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Chapter 4: The Coding Behind The Item [Part 2- Mounting The Chocobo]

Ok now for the final part of the coding, I bet you’re happy about that aren’t you? The following segment of code should all be inserted underneath the ELSE case that we made earlier. To start things off, insert a change switch option to turn the switch Choco Wing Use ON. Then repeat the fork condition part we did earlier only this time, the fork condition property will change, it won’t be having an ELSE case so un-tick the box. On the second page of the fork condition menu, check the Item circle and select the item you made in the first combo box, making sure the combo box next to it says Has It. Under that, insert a message saying something like, ‘Want To Call A Chocobo?’ before inserting a yes/ no choice once again. Now under the Yes case, insert a change switch property, selecting Choco Ride and turn it ON.

NOTE: This part is optional again. Once you have the above, you can if you want insert your character saying something to call the chocobo then play a sound effect then a wait.

Ok now, insert an Erase screen event, then a move event. Make sure the hero is selected in the combo box and the frequency is still 8. Now here, change the graphic to the chocobo or whatever it is you want to use then select move speed up. If you want to encounter less enemies while riding the chocobo, simply insert an Encounter Rate event (Page 3) and increase the number of steps to something reasonable (I used 150). Now insert a Fade-Out BGM event again and then a Play BGM event. Select some appropriate music you want to use when riding the chocobo, I chose a chocobo theme tune from one of the Final Fantasy Series ^-^. Then lastly, insert a show screen event to bring the screen back to normal and then after the 3 END cases at the bottom, insert a change switch event to Choco Wing Use OFF. Under the No case, again leave this blank.
Here’s what you should now have after the ELSE case:

:ELSE case
< > Change Switch: [0002: Choco Wing Use]- ON
< > FORK Optn: Choco Wing Got
< > Select Face Graphic: Eras <= [Optional]
< > Messg: Want To Call A Chocobo?
< > Show Choice: Yes/ No
< > [Yes] Case
< > Change Switch: [0004: Choco Ride]- ON
< > Select Face Graphic: < > Messg: Here Chevy! Come Here Boy! <= [Optional]
< > Move Event…: Hero, Play SE <= [Optional]
< > Wait <= [Optional]
< > Erase Screen:
< > Move Event…: Hero, Change Graphic, Move Speed Up
< > Encounter Rate:
< > Fade Out BGM: 1s
< > Play BGM:
< > Show Screen:
< >
< > [No] Case
< >
:END Case
< >
:END Case
< >
:END Case
< > Change Switch: [0002: Choco Wing Use]- OFF
< >


What this final segment of code does is when the player goes to use the item, it will ask them if they wish to call a chocobo. If they select yes, then it will show their main character saying a small message calling the chocobo then a sound effect will be played. Then the screen will go blank so the hero graphic is changed to that of a chocobo and the speed increases, also decreasing the encounter rate. Then when the screen returns back to normal, voila! You’re now on a chocobo! The switch at the very end of the whole code is to turn the item use off. It’s very important you put it there because if you didn’t, then the entire code above will keep repeating itself over and over without stopping, and we definitely don’t want that to happen otherwise how the heck would you play the game?! Also the reason why I started the code off with dismounting the chocobo is because I found that if I put it at the end of the mounting segment of code, when the player uses the item, it goes through the whole code so when the hero is mounted on the chocobo it immediately asks if they want to get off, which is a bad thing!


All together, this is what it should all look like:

< >FORK Optn: Switch: [0004 Choco Ride]- ON
< > Select Face Graphic: Eras <= [Optional]
< > Messg: Do You Wish To Get Off The Chocobo?
< > Show Choice: Yes/ No
< > [Yes] Case
< > Erase Screen:
< > Move Event…: Hero, Change Graphic, Move Speed Dwn
< > Fade Out BGM: 1s
< > Play BGM:
< > Show Screen:
< > Change Switch: [0004: Choco Ride]- OFF
< > Change Switch: [0002: Choco Wing Use]- OFF
< >
< > [No] Case
< >
:END Case
< >
:ELSE case
< > Change Switch: [0002: Choco Wing Use]- ON
< > FORK Optn: Choco Wing Got
< > Select Face Graphic: Eras <= [Optional]
< > Messg: Want To Call A Chocobo?
< > Show Choice: Yes/ No
< > [Yes] Case
< > Change Switch: [0004: Choco Ride]- ON
< > Select Face Graphic: < > Messg: Here Chevy! Come Here Boy! <= [Optional]
< > Move Event…: Hero, Play SE <= [Optional]
< > Wait <= [Optional]
< > Erase Screen:
< > Move Event…: Hero, Change Graphic, Move Speed Up
< > Encounter Rate:
< > Fade Out BGM: 1s
< > Play BGM:
< > Show Screen:
< >
< > [No] Case
< >
:END Case
< >
:END Case
< >
:END Case
< > Change Switch: [0002: Choco Wing Use]- OFF
< >

Now remember right at the start when I said that the 3rd switch, Choco Wing Found was optional? Well here I’ll briefly explain how you can get the item to be sold in shops. In the database, go back to the items tab and select your item. There are only two properties you need to change: the price and the number of time the item can be used. Put in a reasonable price and change to the number of times the item can be used to 2. The reason being, you need to use the item once in order to mount the chocobo, and you need to use it a second time to dismount the chocobo. I’ve found that with this option, if you use the item a second time round and choose that you don’t want to get off the chocobo, then the item still uses itself meaning you’re stuck on the chocobo until you reach a town. So I advise you to only use the item a second time if you plan on getting off the chocobo!!! I have yet to figure out how to get round this predicament, if anyone knows how, please contact me!

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Well guys that’s my tutorial on how to call a chocobo using an item. I hope you didn’t find this tut too hard to follow, I tried hard to break it down into sections and explain it as fully and simply as I possibly could. If you have any problems or have found some mistakes in the code, feel free to mail me and I’ll try to help you as much as I can ^-^ (But keep in mind I’m still sort of a newbie to this sort of thing ^^;) I may also make another tut soon similar to this one, but instead you call your airship, not a chocobo. I have a basic even that allows you to do that but at the mo, it’s veeeeeeery buggy ^-^;

So long for now!!

~Katmandoo_79