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Tutorial - 'Making Rusted Items' by Newbi3

An item about RPGMaker 2000 posted on

Blurb

Do you get tired of your players constantly abusing (overusing) poweful weapons like Excalibur or Masamune? Why noy make the weapons rust so that the player will choose to use them judiciously?

Body

Okay, this tutorial will explain on how to create Rusted Items and make the stats change with each change. First, we start with rusting. We all know that if something rusts too much it is no good anymore right? So we can say that it "breaks." And if a monster uses a water move, items (in this case, weapons), have a certain potential to rust!

=====================NOW FOR THE CODING=====================

Go into the Database and under the Items tab make a weapon called...Iron Long Sword or something. Under that put Rusty Long...Now make the switches of the weapons the same as their name. IE rusty long's switch is rusty long.(Get it? Okay! now go into the Common events editor and make 2 events: Iron Long/Rusty Long. Now go into the Skills event and make a Rust skill and it turns on a switch called Rusting or whatever. Put any sound effect and go to the monsters tab. go under the water monster you made and put in his water move, now go under monster PARTY tab and make it a monster by himself with low hp (for testing)... now you see the event tab at the bottom? Double click in the big whit part, MAKE SURE NOTHING IS IN THE SWITCH BOX...here is the coding for the event...

<>FORK Optn:Switch[0001: Rusting]-ON
<>Variable Ch:[0001:Rusting]+ ,1
<>
<>END Case
<>FORK Optn:Varbl[0001:Rust]-4
<>Change Switch : [0002:Iron Long Rust-ON Set]
<>
: ELSE Case
<>FORK Optn:Varbl[0001:Rust]-8
<>Change Switch : [0003:Rusty Long Gone-ON Set]
<>

Now back to Common Events. Go to Iron Long and put this in: This is the Actual Coding.

Make it a switch to variable Iron long

<>FORK Optn:Iron Long Item Got
<>Add/Remove Item:Iron Long->1 Decr.
<>Add/Remove Item:Rusty Long->1 Incr.
: ELSE Case
<>FORK Optn:Hero-Iron Long Equipped
<>Equipment: Cloud- Arms Empty
<>Equipment: Cloud- Rusty Long Equip
: END Case

============================================================

Wasn't so hard, eh? Now we got to make it where the Rusty long will BREAK if it gets rusted any more. So go under Rusty long in common event tab and make it a switch to Rusty Long Gone. Now for the coding....

============================================================

<>FORK Optn:Rusty Long Item Got
<>Add/Remove Item:Rusty Long->1 Decr.
<>Messg: You're rusty long has broken!
: ELSE Case
<>FORK Optn:Hero-Iron Long Equipped
<>Equipment: Cloud- Arms Empty
<>Messg: You're rusty long has broken!
: END Case

============================================================

And that's it!

Overview: You've made an item that will rust and will then break after rusting TOO much. :)