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Tutorial - 'Move To Movement' by ATARI

An item about RPGMaker 2000 posted on

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A tutorial written by ATARI on how to make a running system, stamina system, and a sound movement system.

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Hello folks, It’s ATARI again! This time I’m going to talk about how to make a running system, stamina system, and a sound walking system for your rpg!



What you will need to know for thist tutorial,

1. Password Functions

2. Common Events

3. Variables

4. Fork Options

5. Switches

6. Show Pictures/Erase Pictures Event

7. Labels



Basically in this tutorial, it tells you how to make characters run, make them have a certain amount of stamaina, so they can only run for a certain time, (similar to Diablo 2’s staminia system) and how to make walking sounds whenver they walk.



Running

On the map where you are going to do this tutorial, make a new event. Make it a blank graphic, below hero, out of reach, and a parrell process. In it, put in a new password event. The select the button for(5). Do not select wait until key hit, and use variable “Running.” Now below that event, make fork option that says, “IF varaible ‘running’ is equal to 5,” and then below that, turn on switch “Running.” Code should be:



FORK Optn:Varbl[xxxx:Running]-5

Change Switch : [xxxx:Running]-ON set



Now make a new common event. Make it a “call” event, and name it “Running.” Now go back to the

event you were working on before, and add a “call event” event below the switch option. Call event

“Running.” (Call event event located on the right bottom side of the 3 page of events.) Then wait 0.1. Now in that common event make it do a move event event. Make it increase event speed, and make the event be the hero. Hit apply and make a new common event. Name it “Not Running.” In there, make it decrease hero speed through, move event, and decrease hero speed. Now go back to the event, and in the fork’s else case make it display a fork option that says, “IF variable ‘running’ is not equal to 5,’” make it call event “Not Running.” Try it. When you press enter, you’re hero’s speed increases. Now let’s make a stamina system to go with it, so your hero can’t do it all the time to add more realism to your RPG.



Stamina

Now make a new below hero, parrell process, blank graphic, out of reach event. Put in another new enter password event. This time select the button for (1)(2)(3)(4). Do not select wait until key hit, and use variable “Movement.” Remember, the (1)(2)(3)(4) reprsents the arrow keys, making them the movement key’s for your RPG.



Now in that event, make a fork below that says, “IF variable ‘movement’ is equal to 1, then” turn on switch “moving.” In the else case, make a fork that says “IF varaible ‘movement’ is equal to 2, then” turn on the switch “moving.” Do the same for 3 and 4. in the last else case, make it turn on switch “rest,” and turn off switch “moving.” That will be done in the common event. Now make an autostart event, make it set variable “Stamina” to 5. Then turn on switch “StaminaAuto.” Then on the next page of the event, make it’s starting switch be “StaminaAuto” and make nothing in it, and make it a push key event. Now let’s go to the commmon event.



Now make a new common event. Call it “Stamina System.” Make it a parrell process, and make it’s

starting condition switch be “Moving.” Now in that event, make a label event, then a wait event, for 10 seconds, and then fork option that says, “IF switch ‘running’ is on, then” below that, make a fork that says, “IF variable ‘movement’ is equal to 1, then” take away one from “Stamina” and go back to the label event. In the else cases, make the same thing for when “movement” is equal to 2, 3, and 4. Then below that, make a fork for “IF ‘stamina’ is below 1, then” make it set variable “ running” to 0, and “movement” to 0. At the end event, make it wait 0.1.



Now make a new parrell process event, make it’s starting switch be “rest.” Make a new label, and then make it wait 15 seconds, and then add 1 to variable “stamina,” below that, make a fork that says “IF variable ‘stamina’ is above 4, then” make it set variable ‘stamina’ to 5, wait 0.1, and go back to label. Now you loose stamina when you run, and regain it when you stop moving. Now let’s display this so the players can know when their stamina is down.



Make a new event on the map, make it a blank event, out of range, below hero, and make it a parrell process. Now the first thing in it should be fork option. Make it say, “IF variable ‘stamina’ is equal to 5, then,” make it erase pictures 1, 2, 3, 4, and then display a picture that repsresnts stamina at full health. Make it be picture number 5. Then in the else case, make a fork that says, “IF variable ‘staminia’ is equal to 4, then” erase pictures 1,2,3, and 5, and display a picture that shows stamina at 4/5, use picture number 4. Do the same in the else cases for 3, 2, and 1, using the corrisponding picture number, and erasing all others that do not belong. For 0, in the last case, erase all pictures. At the end of each thing then, make it wait 0.1 seconds.



Now you can see, and use the stamina system.



Sounds



Now let’s see if we can make sounds when we are walking. Make a new common event. Call it “Walking Sounds.” Make it a parrell process, and make it’s starting condition switch be “Moving.” Make it wait a certain amount of time, (I’m not going to give you and exact time, only because it can be very different. Try to find a wait time that fits in with your hero’s walking speed. It should be really short, like less than 1.0) and then play a walking sound. That’ all that needs to be done here. Then make another common event. Call it “Running sounds.” Make it’s starting condition switch be “Running.” Then make a fork that says, “IF variable ‘movement’ is equal to one, then” make it wait a certain amount of time, and make a running noise. Do the same in the else cases for 2,3, and 4. That’s it to doing that.



Optional: No Noises when against wall, or similar object.



All you have to do here, is make two events for each impassable thing. What do I mean? Well, let’s say you have a wall.



W = Wall

E = Evnt 1

D = Evnt 2



W W W W W

E E E E E

D D D D D



All the “E” events should be the same, and all the “D” events should be the same, so you can take part in the wonderful invention that we call “Copy and Paste.” Cntrl + C, and Cntrl + V. The “E” events should be “On Hero’s Touch,” and they turn on switch “AgainstWall.” All the “D” events should also be “On Hero Touch,” and should turn off switch “AgainstWall.”



Now go back into your common event. Under the walking, make a fork after the wait that asks if

“AgainstWall” is on. Under that, make it do no sound. Under the else case, make it play the sound. Do the same for the running events.



That’s all there is to for making Running, Stamina, and Sound when walking.



Good Luck!



Remember,

“Even the greatest gamers were n00bs.”



- ATARI