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Tutorial - 'Throwing Items in RPG Maker 2000' by terrafire

An item about RPGMaker 2000 posted on

Blurb

An amazing tutorial from terrafire that not only covers how to make throwable items in RM2K, but also details the purpose of everything in the Item and Skills tabs.

Body

It’s konbanwa from Heaven as the mysteries of RPG Maker 2000 are revealed! We all know the flaws of RPG Maker 2000. Only one customisable battle command, common events cannot be called from battles, characters cannot be seen on the battle screen, etc. etc. etc. ad infinitum.... Despite this, however, RPG Maker 2000 remains the most popular RPG Maker out there, despite having been “replaced” by RPG Maker 2003, with its huge list of improved features. People make some brilliant games in this maker - it is safe to say most of the really memorable classic games on this site have been made in the 2000 version of ASCII’s ubiquitous maker. Resourceful programmers have developed some ingenious solutions to the shortfalls of the program - some of these were crystal-clear resounding successes, others bodge-jobs involving tens of pages of events that could hardly be understood even by the creator, and were full of bugs. This struck me as a fascinating field. Despite the fact I hardly ever use RPG Maker 2000 any more, I was intrigued to discover some challenges had not been accomplished, for instance having a throw system in an RPG Maker 2000 game. AzureFenrir tried it, with apparently unsuccessful results, and most recently TheOnlyMutantPixie tried it, and I was privileged to see the results. What he came out with was an outstanding RPG Maker 2003 Throw system tutorial that I would not even attempt to better, but he was halted by RPG Maker 2000’s inability to call Common Events in a battle. This tutorial does not use events. There. That solved that problem. Another obstacle was RPG Maker 2000’s inability to have more than one customisable battle command. This tutorial does not make a Throw command. That might sound nonsensical, but actually it’s the only way to make a system for throwing items without sacrificing magic. Watch. At the end of this document you will be able to select an item in the Item menu, and it will be thrown. Thus I must be honest. Using my system you cannot throw weapons, armour, or healing items. You can only throw dedicated items for throwing only. Sorry. Oh, by the way, this tutorial does not use any switches or variables either. Newbies rejoice! I suppose before I begin I might as well give a brief history of the Throw system as it has been in the Final Fantasy series of RPG’s, which I’m sure most of you have at least heard of. The command first appeared in Final Fantasy IV, where Edge (I think) could throw items such as shurikens (throwing stars) at his enemies. It materialised in Final Fantasy V as the preserve of the Ninja class, and in Final Fantasy VI Shadow could throw various objects, such as shurikens, weapons and other assorted sharp things at his foes. Final Fantasy VII had a Throw materia, which first appeared as an initial equip on Yuffie, some GF or other had the command on Final Fantasy VIII, and... well, you get the picture. Basically, the Throw system has been around for a long time - it’s nothing new. However, due to the limitations of RPG Maker 2000, I’ve had to use a different way of implementing it that I have not seen used before. Anyhow, on with the tutorial! Fire up your RPG Maker program, and open a game, or start a new one. Head into your database by either clicking on Tool > Data Base or pressing the F8 key. Go into theSkills tab (second one along) and create a new skill. To do this you may need to increase the Array Size to make space for your new skill - simply click on Max Field Number... in the bottom-left corner of the screen and click the up arrow, then OK to exit it. Then click on the new space in the scroll down menu to edit your new skill. Think of the name of the item you want to throw. We could call it a shuriken, but that would be unoriginal. Let’s call it a Banana Bomb. So in the Name field write Throw Banana Bomb. Now leave this tab and go to the Items tab instead (third one along). Make a new item (follow the same steps as noted above to increase the array size if need be) and in the Name field type Banana Bomb. In the Classification drop-down menu select Unique. Set the price as whatever you think fitting for the item - bear in mind these are one-use items - after you throw them you can’t get them back - so don’t make them to expensive or a player will never be able to finance throwing items. Because this particular item is going to be quite devastating, make it worth 400. In the Use number of times field say 1 (Normal). We say this because if we selected, say, 3, then you would be able to throw the item three times at the enemy before it disappeared, which wouldn’t make any sense. The Explanation field is up to you. This is what the player sees when they look at the item in the menu outside, so try to make it descriptive. Something like Unleashes a devastating banana attack on the enemy would do nicely. The next field, Invoke Tech Skill, is IMPORTANT! Select the skill you made a minute ago from the drop-down list, if you did what I said it will be called Throw Banana Bomb and should be at the bottom of the list. Without doing this your banana bomb will do nothing. Have a look at the The hero who can use it field. Click next to the hero who you want to be able to throw this particular item to place a tick next to their name. This means that all characters who do not have a tick next to their name will have this item greyed out in their battle Item menu, and they will not be able to throw it. It’s a good idea to have only one or two characters who can throw, otherwise the system is misused. Lastly but not leastly, in the Using Message area place the radio button by Based on setup of special skill. That’s your item sorted. Now go back to the Skills tab and select your Throw Banana Bomb skill (or equivalent). In the Classification field select Norm. Next, set the MP cost of throwing this item. Generally you would put this at 0, but if the hero is throwing an item with high magical properties you might want to increase it, or you could set it up to limit non-magic users from throwing certain items. The Explanation field doesn’t matter so much for this, as the player will never see it, but you might want to leave a little note in there to remind yourself what’s going on. The Effect Range drop-down menu is self-explanatory. For my example skill I’m selecting All Enemies, because the Banana Bomb is going to be devastating, but you could choose the item to be able to throw at only one enemy, or even to be thrown at your own party for a restorative missile. In the Using message field you decide what message is displayed when the missile is thrown. The character’s name will already be displayed, so just type something like threw a Banana Bomb! The next thing to decide is the animation - what animation is shown over the enemy when the object is thrown. Just a simple Sword sequence will work quite nicely, but you might want to be adventurous and use a novel animation, depending on the shape, size and element of your missile. Who knows, you could even create your own! For this tutorial I’ll be using the RTP Dazzling Ray animation. Now we get into the mathematics! No, don’t run cowering into the corner, it’s not that much of a problem. The Hit Chance slider says how much the hero’s strength affects the outcome of the skill. Seeing as the missile needs to be thrown quite a distance I’ll put that at 6. The Mind Chance slider decided how much the hero’s magic power affects the outcome of the skill. My Banana Bomb is mildly magical, so that can be 3. Finally, Variance introduces a random element into the outcome. Seeing as throwing an object requires great skill 7 is about right. Next you get to alter the actual potency of the projectile. The Basis Effect # field is how much of a certain stat (usually HP) the missile takes off the enemy. Seeing as my projectile is quite powerful I’m saying 400 - obviously alter this depending on the statistics of the enemies and heroes in your game and the price of the missile. The Ability Down area determines which statistic is decreased - if you wrote 30 for the Basis Effect # and ticked MP then the enemy’s MP would go down from around 26 - 34 every time the projectile hit the enemy. Basic Success Rate is obvious - you put it at 100% and your projectile will hit nearly every time(after variance). I would put it at about 60% to reflect the difficulty of throwing a projectile accurately. The Change to Condition area can be put to evil interesting use. For instance, my Banana Bomb will cause Poison, Blind, Silence and Sleep all at once. Use your imagination. Attack Attribute is more of the same, basically - this changes the elemental quality of your missile. If you want a Flame attack, then tick the Flame box! Even you could do it! The Banana Bomb is a Holy missile, if you’re interested. Finally, Defense Down is a rather pointless tick box that does exactly the same as selecting Defense in the Ability Down area. Go figure.... >_< And that’s it! Go into a battle now (make sure you’re actually armed with a missile first, and that your hero can use it) and try it out. Good, no? All fan-mail can be sent to my representative on Earth, who resides at terrafire101@aol.com This tutorial took two and a half hours, for a total of 1716 words (but I think the tags may have altered that slightly). Terrafire ~ August 2004