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Tutorial - 'Monster Controlling System' by Omer_D

An item about RPGMaker 2000 posted on

Blurb

Ever wanted to make an ability so you can control an enemy in an RPG? Here is tutorial on how!

Body

How To Control Your Enemy?

Index
- Introduction: general information
- What is the idea here?
- Step one: making the ability
- Step two: making conditions
- Step three: the coding

Introduction: general information
Hi.
This is my first tutorial so I hope you all understand it.
Well in this tutorial I’ll teach you how to make ability that let your hero control his opponent in a super easy way!
For this tutorial you need to know how to use:
- Switches
- Variables
That’s it!
That’s all you need to know for this tutorial.

What is the idea here?
If you’re asking how we will going to make an ability that control your opponents than this is the answer:
I found it very easy to force your enemy do an action using… conditions!
I know I know… but it really works!
Now I think we are ready to start.

Step one: making the ability
This is very easy.
Just go to the skills tab and create a new skill called: “Control Opponent” (or the way you want to call your skill).
Make the skill a switch and make it available at field and at battle.
Change the MP cost to whatever you like (I changed it to 25).
Make the skill turn on a switch called: “ControlOn” (or whatever you like).
You can give it a sound effect if you want (not recommended).
That was easy…

Step two: making conditions.
As I said before:
We are going to use conditions to force our enemy to do an action.
Now go to the conditions tab and make a room for two more conditions.
The first condition:
MustAtk (must attack… there is not enough room for the full name).
Classification: Combat Effect
Action Limitation: Common Ally Attack
Natural Healing: After 3 turns, 40% heal probability
Healing By the Shock: 0%
Ability Half Cost: Mind
The other details you can fill in your self.
The second condition is MustDfnd (Must Defend… again no room for the full name).
This is not really a defense condition.
It just makes your enemy look like he is defending from your attacks.
But the truth is that he is just pretending to be defending.
So:
Classification: Combat Effect
Action Limitation: Inside Battle
Natural Healing: After 3 turns, 40% heal probability
Healing By the Shock: 0%
Ability Half Cost: Mind and Defense
The other details you can fill in your self.
That was easy to… right?

Step three: the coding
This is the fun stuff.
Go to the ‘Monsters Party’ tab and make a party called: “Test Party”.
Now don’t add a very strong monsters… this is only a test.
I added three slimes… try to make something like that.
Now down there is the ‘Battle Event’ frame.
Make page number one to be triggered when the switch ‘ControlOn’ is on.
Now here is the code:

<>Select Face Graphic: Eras
<>Variable Ch:[0001:ControlType] Set, Randm[1*3]
<>FORK Optn:Varbl[0001:ControlType]-1
<>Messg:Failed To Control Enemy.
<>
:End Case
<>FORK Optn:Varbl[0001:ControlType]-2
<>Note: I used the next action only for one enemy but you need to use the action for every enemy in the party.
<>Set Enemy’s Condition:1:Slime->MustAtk Condition.
<>
:End Case
<>FORK Optn:Varbl[0001:ControlType]-3
<>Note: I used the next action only for one enemy but you need to use the action for every enemy in the party.
<>Set Enemy’s Condition:1:Slime->MustDfnd Condition.
<>
:End Case
<>Change Switch : [0001:ControlOn]-OFF Set
<>

Well that’s it!
It’s pretty easy…
Just made a variable that his value is randomly changing from one to three and for each number I’ve got a fork condition to change the enemy’s condition.
You can make this system better on RM2K3.
You can use choices and the option ‘Force Flee’ to make more options.

In the end – be creative…
Find more ways to control an opponent if you like.


/made by Omer Dobz’insky (Omer_D)\