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Tutorial - 'Add-on System' by ATARI

An item about RPGMaker 2000 posted on

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How to make an add-on system with episodes, and sagas.

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Hi folks. It’s ATARI again! This time I’m going to be talking about how to make an add-on system for your RPG.

Things that you will need to know for this tutorial:

1. Variables
2. Some Basic RM2K knowledge

So what exactly do I mean when I say, “add-on system” for your RPG? Well, you’ve seen games that are part of one episode, where you buy the next episode you can keep your stats and such. This tutorial is talking about how to do that in your RPG. So if you are trying to make a game in RM2K where you want to have different episodes, read on.

NOTE: This tutorial works more like an expansion, rather than totally separate episodes. So rather than having a totally different game, different project, etc., it all goes under one big game, where you keep on adding maps and such to the game. And no, you cannot just add maps into a project and such for this to work. You have to code some items in the game as well.

The first thing that you will need to do, is to create a new map in your project. Make this map totally blank, and have there be only two events on the map. You can name the map whatever you want, but something that has to do with, transporting your player to the next episode of your saga. Make the map’s size the smallest size possible. You can make the design and look of the map whatever you want it to be, but it doesn’t need to be anything special. The only requirement, is that the player can walk around places on the map.

Now on the map, make two events. Make sure both events are created on places where the player would be able to reach them. Make both events, “Push Key” events. Make the graphics whatever you want them to be, just so they are visible. (You could make them moggles, considering this system works a lot like the part in FF6 where you talked to the moggles in the blank area to move on.) Make sure that they are on “Same level as hero”, and “Stay Still.” Name the first event, “Save Event,” and the second event be named, “Move-on Event.” Their purposes are easy to identify. The first one let’s you save, and the second one moves you on to the next part of your saga.

Go to the “Save Event,” event. In here, have it call up the save menu. You can make the event talk, or whatever you want, but at some point, it has to bring up the save menu. Hit the apply button, and then the OK button. Congratulations. You have finished coding the first event.

The second event takes a bit more to make. If you are using this tutorial, and you already have your first episode finished, and are about to start on your second one, then go under the create a new map button. If you don’t have your game all finished, click the button as well. Create the map, but let it have it’s default title. (You will have to delete it later.) This map will be part of your next episode. Now, when you create the map, play close attention to the title of the map. Look at the image below.



Look at the menu that has popped up with the map properties, and look at the number that is after the “map” part. This number is very important. Make this map be blank. When you begin working on your next episode, you can put in an auto-start event that teleports the player to wherever you want them to start out. Since your doesn’t need to move around on the map, you don’t need to make it have moveable tiles.

Next, gather and X and Y coordinate from this map. It can be any X and Y coordinate, but it has to be one that would be on this map. Don’t know how to gather an X and Y coordinate from the map? Look at the picture below.



When you click on any tile on the map, look down here for your X and Y coordinates. And if you don’t pay attention in math class (and frankly, who does?) X coordinate always goes first, and the Y coordinate goes last. So it would be, “[x coordinate, y coordinate].” Make sure that you know these numbers.

Now go to your “Move-on Event” on the other map that you just created. In here, have it say a message that you should save before you move, (this is because, before the player downloads the second half, it will give them an error and close the program if they try to move) make it offer a choice between “[Yes]” and “[No]” about going on, or not. Under the “[No]” side, have nothing. Under the “[yes]” case, is where you have to do some things. Now, make a new change variable event. Make three new variables. Have them be called, “MapX,” “MapY,” and “MapID.” Set “MapX” to the X coordinate that you have down. Have “MapY” be set to the Y coordinate, and “MapID” be set to the number that the map has. (EX: IF it was Map0034, then you would set it to “34.”) Below those three events, put in a “Goto Memorized Position” event. In here, have it’s X variable be “MapX,” the Y variable be “MapY” and the map ID be “MapID.” This will send your character to the new map. To a map that doesn’t exist until they download the next part of the saga. Delete the map that would be part of the second episode, Unless your first episode isn’t completed. Leave the map there until you’ve completed your game, and then delete it.

When you have completed a second episode to your game, to distribute it, zip up all the new maps,
(Which can be obtained by right clicking, and arranging icons by their date, and put the new ones in), along with the “RPG_RT.ini,” “RPG_RT.lbd” and “RPG_RT.lmt. ” Then the player will unzip the new maps, and have an updated version of those files.

So, that is all that there is to making an add-on system in your RPG. Remember. This is only a basic engine, and way of doing it. You can make expansion packs like this to your game, patches, etc.

Good luck!
Remember,
“Even The Greatest Gamers were n00bs.”
- ATARI