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Tutorial - 'Custom ABS Tutorial' by Miracle_Grow

An item about RPGMaker 2000 posted on

Blurb

This ABS is a basic, easy way to fight monsters like Zelda, it takes up very little room on variables and switches, but the easiest way is to have four common events.

Body

Okay, this is my first tutorial, don’t be harsh. This ABS is a basic, easy way to fight monsters like Zelda. It works on my games so it should work on yours. It takes up very little room on variables and switches, but the easiest way is to have four common events.

WHAT YOU NEED BEFOREHAND: Graphics of your character attacking all four ways.
WHAT YOU NEED TO KNOW:

1. Variables
2. Passwords
3. Switches

WHAT VARIABLES/SWITCHES YOU NEED:

0001: Fight (switch)
0002: EnemyHP1 (var.)
0003: EnemyHP2 (var.)
(Than three than four, for our example, there are 5 monsters)
0004: EnemyHP3 (var.)
0005: EnemyHP4 (var.)
0006: EnemyHP5 (var.)
0007: EnemyDead1 (switch)
(You need 1 EnemyDead for each EnemyHP)
0008: EnemyDead2 (switch)
0009: EnemyDead3 (switch)
0010: EnemyDead4 (switch)
0011: EnemyDead5 (switch)
0012: HeroAttack1 (var.)
0013: HeroAttack2 (var.)
0014: HeroAttack3 (var.)
0015: HeroAttack4 (var.)
0016: MainHeroAttack (var.)

Explanation for Switches:
001: Fight is the start of a fight. You always turn on this switch at the start of battle; you always turn it off on EnemyDeath.

002-6 (in this example) EnemyHP is the variable that tells the computer how much HP the enemy has. You set it at the beginning.

0007-11 (in this example) EnemyDead is a switch that you put when EnemyHp = 0.

0012-15 HeroAttack1-4 is the variable that is used with common events for the graphics.

0016: MainHeroAttack is the action for the hero.

Make a Common Event called “Sword” that is a parallel process that is started by Fight. Here is the code:

<>Enter Password: Var[0001:HeroAttack]
<>If Hero, Up (Direction)
<>Play SE: Wind7
<>Move Event: Hero Change Graphic (to battle anim graphic) FaceUp FaceUp FaceUp
<>Wait: 0.2sec
<>Move Event: Hero Change Graphic (to normal)
:END Case
<>Change Variable: Var[0016:MainHeroAttack]set, 0

Make another Common Event called “Sword2” that is a parallel process that is started by Fight. Here is the code:

<>Enter Password: Var[0001:HeroAttack2]
<>If Hero, Rigt (Direction)
<>Play SE: Wind7
<>Move Event: Hero Change Graphic (to battle anim graphic) Face Right Face Right Face Right
<>Wait: 0.2sec
<>Move Event: Hero Change Graphic (to normal)
:END Case
<>Change Variable: Var[0016:MainHeroAttack]set, 0


Make another Common Event called “Sword3” that is a parallel process that is started by Fight. Here is the code:

<>Enter Password: Var[0001:HeroAttack3]
<>If Hero, Left (Direction)
<>Play SE: Wind7
<>Move Event: Hero Change Graphic (to battle anim graphic) Face Left Face Left Face Left
<>Wait: 0.2sec
<>Move Event: Hero Change Graphic (to normal)
:END Case
<>Change Variable: Var[0016:MainHeroAttack]set, 0

Make another Common Event called “Sword3” that is a parallel process started by Fight. Here is the code:

<>Enter Password: Var[0001:HeroAttack4]
<>If Hero, Down (Direction)
<>Play SE: Wind7
<>Move Event: Hero Change Graphic (to battle anim graphic) Face Down Face Down Face Down
<>Wait: 0.2sec
<>Move Event: Hero Change Graphic (to normal)
:END Case
<>Change Variable: Var[0016:MainHeroAttack]set, 0

Now you need to make the monsters.
KEY:*********************
x = Your own number/picture *
*************************

First make page 1 which is the monster attacking you. For example I am using a thunder slime, but you can use whatever you want (x).

<>Play SE: Thunder1 (or x)
<>Flash Event: Hero . 0.5 sec (wait)
<>Move Event…: Hero, Turn 180°, Start Jump, Forward, Forward, End Jump (Check ignore if can’t be moved)
<> Take Damage: HeroAttack 6 (or x) Damage (depending on monster)

Now make second page, where you attack the enemy (started by MainHeroAttack = 0).

<>Change Variable: Var[0002(or x): EnemyHP1(or x)]
(That decided the enemy’s HP)
<> Play SE: Damage1(or x)
<>Flash Character...: this Event , 0.5s.(wait)
<>Move Event...: this Event, Start Jump ,Escape from Hero ,Escape from Hero ,End Jump (Make sure ignore if can’t be moved is on)
<>Wait: 0.1
<>Variable Ch:[0002:Enemy1HP]- ,Hero Attack

Now make a third page, where the enemy is dead and you get rewards and stuff. Have it started by Enmy1HP = 0. Make it be below the hero and still.

<>Play SE: Monster1 (or x)
<>Move Event: This event Change Graphic (Future 3-1 or any other blank square)
<>Wait: 0.5s
<>Change Switch: [0007(or x): EnemyDead1 (or x)]-ON Set
<>Play SE: Victory (or x, another victory song)
<>Message: You beat the enemy!
<>Message: You got 5 [or x] gold!
<>Message: Gained 10 [or x] experience!
<>Change Money: Money 5 Incr. (or x)
<>Change EXP: Hero EXP 10 Incr. (or x)

Wait, I did not explain what Fight was for. Turn it off on your way into buildings and turn it back on on your way out.

Well, I hope you liked my tutorial. It took 3 hours to write and I hope it helps some noob figure out variables, switches, abs, or anything.


Until next time:
“Only true miracles can grow out of true horror and times of true fear.”
- Miracle_Grow