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Tutorial - 'Simple Field Skills' by Sauhnik

An item about RPGMaker 2000 posted on


Sautnik demonstrates how to use common events to make field skills in his detailed tutorial. Newbie-friendly!


While I'm sure anyone can easily figure something as simple as this out, this tutorial will help those who are not as experienced to be more agressive with using common events. This tutorial is for:

Basically what we're going to do is make an item that will increase the players speed. What we need to start with is creating the actual item. Of course, go to your items in the items database, and change the type to Switch. This is so the item can call an event in the common events that will increase the players speed. In the Turn ON switch, we will name the switch "Skill:Spd". Basically what this will do is it will turn the switch "Skill:Spd" to on, so that any event that uses this switch will run (In our case, the common event). Here is a screenshot if you're confused:

Click Apply. Now go to the Common Events tab. First you should start off with creating the common event. We'll name it "Increase Speed". In the next field under "Trigger" we must select as Parallel Process. The difference between Trigger Types in Common Events:
Call: This means that the event MUST be called from anyone in common events or in any map to be executed.
Auto Start: Auto Start will of course auto start the event, -but- it will make sure it will be the ONLY event running.
Parallel Process: This is like auto start except it will run in the background.

Here is a screenshot of our progress on the Common Events:

Now in the Trigger Switch field we have to set it to "Skill:Spd". What we've done so far is, if the item is selected from the menu in game, then everything in this common event will run, based on the Trigger Condition (It will run as a parallel process in our case).

Now for the actual coding to get the character to run fast (The fun stuff).

First we need to start off with a conditional branch, choose switch, and make a switch by clicking the "..." called something like "Skill:SpdOff" then select "is OFF". Make sure the Else handler at the bottom is checked. Click ok. In the first area of the branch make a command "Move Event", then make it increase hero speed once. Now let's set a timer. Under the Operation Type make sure it's "Set" then for amount of time make it about one minute. Here is a screenshot for that command if you're confused:

Click ok. Now do the same thing Except set the Operation to "Start" instead of "Set". In the next command we need to make a Switch Operation setting the switch "Skill:SpdOff" to ON. What we've done is to make sure that the first portion of this branch will only happen once, then it will repeat the Else handler of the branch twice. UNDER THE ELSE HANDLER make another conditional branch and make is see if Timer 1 is 00:00 then "less". Uncheck the Else Handler option at the bottom. Then make a move event command, decrease speed once, click ok. Make another switch operation making switch "Skill:Spd" to OFF. Then make ANOTHER switch operation and set "Skill:SpdOff" to OFF. What those two switches did is to turn off this common event and set it so that this can actually happen again (using the item more).

Overview of the commmon event
Ok what we've done is create a common event with an else handler, see if switch "Skill:Spd" is equal to OFF, and under that increase running speed, set the timer stuff, set Skill:Spd to on so that this will only happen once this time, then under the else handler for this branch we make another branch asking if the timer is 00:00. (This explains why it has to be a parallel process, because it ALWAYS needs to check if it's 00:00 or not.) if it is decrease moving speed Turn Skill:SpdOff to Off so that this can happen again, Turn Skill:Spd to Off so that this will only happen when the item is used.

Hopefully that helped if you have any questions please feel free to PM me and ask. Remember little things like this will help you become more aggressive in using things like common events and branches, which is just another step closer to becoming a better game developer.