Gw Temp


Tutorial - 'Specific Location Movements (remake)' by Lothion

An item about RPGMaker 2000 posted on


Lothion writes a very good tutorial showing advanced RM2K users how to make events move towards a certain point of the map instead of just the hero.


Gaming World members and guests, welcome to my first real submission of any kind to GW. It has taken me 2 years to think of something worthwhile to add, with the added factor of me being lazy.

In case your wondering what this tutorial is about, I actually think my title hit the spot pretty well. Specific Location Movements. This tutorial will teach you to move an event on the map towards a certain co-ordinate point, until you reach it. This can also be used to make a way-point system for your game.

Note:This is the second time this has come to GW, the first time it was deleted under mysterious circumstances, if you have seen this before I have edited it slightly, so read it again!

Noobs should probably steer clear of this tutorial, unless your feeling adventurous. It requires an innate knowledge of switches, variables, fork conditions, and (obviously) move events.

OK. Enough rambling. Onto the body of this tutorial.

PHASE 1: A walk through of this tutorial
OK, now you should all be ready to do some fun learning! YAY!
First, we want to make a new map. Make it’s size be 30 x 25, (just because people always say to make a map the smallest size possible, why? Why do you do this). The reason for making it this size is for us to have a largish area to work with. Make its music battle music too (just for fun). Make a normal dungeonish type room, so that you can see the border and all that. This room should take up nearly the entire map. Now, go into the Events Editing Mode (F7). You will notice that when you lay your cursor over any square on the map, a description of what map, co-ordinates at that location, and any event at that location will come up in a small bar in the bottom right of your screen. The co-ordinate thing is important. Now, you will notice that if you lay your cursor over the top left hand corner of the map, the little toolbar should read ‘000, 000’. Keep this in mind, that it starts co-ordinates from 0, not 1.
OK. Now make a walkable feature on the co-ordinate point ‘014, 006’. I suggest some sort of circle of power or something. This is just cool.
OK. So say we want to make a monster that follows a pattern. He attacks, he walks back to his circle thing, regenerates, and continues the cycle.
First just make a standard monster who walks after you (if you don’t know how to do this find out and then come read this). When he hits you take away 5 health or something. Then turn on switch ‘Time to return’. Have a new page for this. Exit out of this event and make a blank one with the requirement switch ‘Time to return’. OK this is where the returning to a specific location comes in.
Make this blank event a parallel process, by the way. Now, this might be all a bit much so try and take it slow.
What you want to do is set the position of the monster. Go into variable ‘MonsterX’ and make it – that’s right the monster event’s X position. So, go down to the event pull down list and change it to your monsters name such as ‘Enemy Guy’. Then go to the one to the left of that and change it to X co-ordinate. Then do the same except for a Y co-ordinate.
You should have:

<>Variable Ch:[0001:MonsterX]Set, Enemy Guy X pos
<>Variable Ch:[0002:MonsterY]Set, Enemy Guy Y pos

This sets the monsters co-ordinate position in a variable.
Now you want to set the co-ordinate that you want Enemy Guy to return to.
You know the drill, variable 3 contains ReturnX which happens to be 14. This is because as all you maths wizards know, the X-axis is horizontal. Then set variable 4, ReturnY, to 6. Now, take a look up in the text earlier and you will see that I told you to make a feature at this location.
This next bit is a whole complex mass of fork conditions, which makes me more sick than I already am, so bear with me and listen close.
Make two fork conditions, one inside the other. Both should have an Else Case tick.
The first one checks if MonsterX is the same as ReturnX.
The second one checks if MonsterY is the same as ReturnY.
Then in the end of these two turn switch ‘Returned’ on.
Phew. Not too hard, was it.
This will sound weird, I know even before I write it. OK, so in the first else case make another fork condition, also with the else case ticked. The fork case should check whether MonsterX is bigger than ReturnX. Make note. OK, now put in there a move event, which moves Enemy Guy left 1 space. Add a move all command just for good measure. In the else case make a move event which makes Enemy Guy move right 1 space. With a move all command. OK, almost there boys and girls.
Remember the first two forks that we created earlier? Go back to the else case of the second fork. This time make it check that MonsterY is bigger than ReturnY. In this case make it move Enemy Guy up 1 space, move all. In the else case make it move Enemy Guy down 1 space, move all.
YAY! Celebrate, my readers, for it is done!

PHASE 2: Wha – WHAT have I just done?

OK. I basically didn’t explain why I gave you those instructions, but I’m sure that if you test them out they will work. If all else fails, it’s not my fault.
Sorry, but I tested it on my computer and it worked just fine. If you want, take a look at some of the coding involved.
(email me or something)

PHASE 3: Unfinished bits and pieces…

Oh crap. Yes, with any tutorial there will undoubtedly be unfinished bits and pieces which seemingly have no purpose in the tutorial or do not work properly… let me see… ah I’ve found one. In the original two forks, I turned on a switch ‘Returned’. This switch just stopped the event playing and made it so that you could hit that evil monster once he was in position.
Anyways, I’m sure there’s much more unexplained crap in there, but I wrote it while I had a fever, in 45 minutes. So I don’t think I did too badly.
Just remember that this tutorial should just be the spark for your inspiration. You can do so much with a system like this. Imagine… well you get the idea.
The first time I submitted this tutorial, some important faults were shown. Basically, the monster got stuck if there were obstacles in the room. This is a problem, but it can be fixed (somehow). I’m a little unsure of how this works, but I think I’ve got the gist of it. You make a thing called ‘rails’, which direct your monster. You place these rails around obstacles, and the monster follows them. This was explained to me by a guy who posted last time, I don’t know what his name was, but he said it was possible he might write a tutorial explaining that rail system better so who knows? It might be coming your way soon.
There were a couple of smaller things I didn’t put in there which were noticed by other people but they’re pretty obvious, and if your smart enough then I’m sure you’ll pick them up.

PHASE…I’m up to phase 4 already?

Well yes I am up to phase 4 and unfortunately for you and me our time is at an end. My hands are quite sore after typing so much so fast. Ah well. It doesn’t really matter. It was all in the glory of creating a tutorial for GW!

I hope you got at least some shred of inspiration from this rambling tutorial, if not then I guess I just wasted your time.

“Aim for the Stars and get to the Moon.”