31 March 2010

Charset - Resources Templates (RM2K3)

Charsets represent the animated characters, including NPCs and some events.

Image Size: 288x256, containing up to 8 characters.

Charset Template - Resources RM2K3

Each charset comprises 12 squares, divided into 4 rows of 3 columns, representing the 3 animation frames for each direction.

The top row is where the character is moving upwards (north), the second row is moving right (east), the third is moving down (south), and the bottom row is moving left (west).
27 March 2010

System2 Set - Tutorial (RM2K3)

System 2 graphics, located in the System2 folder, are the "Battle Menu Set", used in battles to determine the cursor for targeting enemies and allies. It also displays the ATB bar and the numbers for HP and MP display in gauge type battles (set in the "Battle Layout" options of the Database).

Image Size: 80x96.

This is a "default" template for creating your own System2 designs.

System2 Set Template RM2K3 Basic

So now, breaking it down into its component elements, we can gain a better insight into how it all fits together.

System2 Set Template RM2K31: The three-frame animation sequence for the left arrow.

2: The three-frame animation sequence for the down arrow.

3: The numbers for displaying damage values in battles.

A, B and C are the frames for the HP, SP and ATB bars respectively.

D: This is usually kept blank. Although I don't know precisely what this is used for, most likely this is used for transparencies.

E: These four blocks are for the gauge colors, displayed when the "Battle Layout" is set to "Gauge".

F: This is the gauge for the ATB, which is used for determining times between turns.
Now that we know what each section does, we can add the components. Again, I've used Character Maker 1999 to recreate the System2 set.

System2 Set Tutorial - Part 1Let's do the arrow animations (1 & 2) first. The first row is for the left arrow and the second is for the down arrow. These arrows can be anything, provided each frame is 16x16 pixels an in sequence.



System2 Set Tutorial - Part 2Next task is "fleshing out" the stat containers - HP (A), MP (B) and ATB (C). Each one needs to be 8x48 pixels and usually comprises a frame and blank or empty container for the gauge graphics. These can be left completely blank but for aesthetics I always prefer putting something here.


Each gauge - two for HP and MP gauges (E) and one for the ATB gauge (F) - is also 8x48 pixels, but must be positioned centrally against the stat containers so they fit into the blank or empty containers.

System2 Set Tutorial - Part 3The penultimate addition are the numbers (3), 0 through 9, which are used for damage in combat. They can be any color, font or design provided that each number fits into a 16x16 block.



System2 Set Tutorial - Part 4The final part of the System2 template is the 16x16 block (D). This is usually kept blank for, I suspect, transparency values.
26 March 2010

System Set - Tutorial Part 2 (RM2K3)

As part of the new, expansive resource templates tutorials, which will eventually extend to all RPG Makers, this series will demonstrate how to create your own resources from scratch. You can use any graphics editor for editing, but for RM2K3 resources the best program to use is Character Maker 1999.

The first one we'll focus on is the System Set, which is located in the System folder; this is used for the main menus and windows/text boxes.

Image Size: 160x80.

The basic System layout looks like this:

System Set Template RM2K3 BasicOnce "filled in", this will determine how the messages appear, including text colors, in text boxes and menus; in other words, the main interface.


Breaking the template down into its component parts, we can have a better understanding about how the components work, thus:

System Set Template RM2K3A: Size: 32x32. This is the window background. It can be a single color or gradients, or even an image.

B: Size: 32x32. This is the frame around the window (3 pixels wide) and the up and down arrows for scrolling through options. The arrows are 8x8 in size by default, but for the best results 10x8 is recommended with 2 pixels between each arrow.

C: Size: 32x32. These two are the patterns used for the command cursor. If they are two different patterns, the cursor will flash rather than be static if they are both the same.

D: These are the four animated arrows used in shops. Each is 8x8 in size, comprising four frames each. The first row is for stat increases, the second is for unequippable items, the third is for stat decreases, and the fourth is when an item is already equipped.

E: Size: 16x16. This is the background color of the menu, used as "opacity".

F: Size: 16x16. This is the letter shadow color, displayed "behind" the letters to give it a shadow effect.

G: These are the numbers used for timers. There are twelve in total, each one 8x16 in size and comprising a set of two numbers, with the last one a colon (or other separator). It's important to note that, except for the colon, there are two numbers in each square spaced 1 pixel apart.

H: Size: 16x16. These are the two shadows for airships, which are displayed on the map whenever an airship is used as a vehicle.

The last two rows are for the twenty basic colors used in the game. Each is 16x16 in size. The first four are the "system" colors, where:

  • 0: The default text color.
  • 1: The stats default color.
  • 2: The color for when stats increase.
  • 3: The color for when stats decrease or when commands are unavailable.
  • 4: The color for when HP or SP decrease.

So now that we know what each of the components are, let's create an example System Set. I've used Character Maker 1999 for this because it makes it much easier to edit.

System Set Tutorial - Part 1The first thing we need to do is create the window background (A).

For this tutorial, I created a simple blue gradient background. This will now be the background for all windows.

System Set Tutorial - Part 2For the next part, let's create a simple gold border, including gold arrows (B). The white color (default is orange) must be consistent throughout the template, as this will be used to determine transparency. For the cursor command windows (C), they are set to two different background colors, but they can also be the same background colors with slightly different border colors to give that "flashing" effect.

System Set Tutorial - Part 3The next part to modify is the shop cursors (D). Again, I've opted for a goldish and silvery look. As a quick reminder, the top row is for increased stats, the second is unequippable items, the third is for decreased stats, and the fourth is for items already equipped. When purchasing items from shops, the animation will cycle through the animation (frames). These can be any images, provided each individual frame is 8x8 pixels and they are consistent; it will look weird if animations jump from one image to another not in sequence.

System Set Tutorial - Part 4For this next part, the penultimate, it's a simple matter of filling in two squares - the window opacity color (E) and the letter shadow color (F) - with a single color. The opacity color is usually the same as the background color in the first window of C. The shadow color is usually set to black but can be any color as long as it matches the color scheme.

System Set Tutorial - Part 5The final part is where we add the numbers for the timers (G) and the airship shadows (H). Each individual number needs to be 8x16, with a colon and blank square for the spacer.

System Set Tutorial - FinalThe final step is to fill in the white background to the default orange. This will be the transparency color when importing this System Set. (This could have been done earlier, but because we were creating gold lettering and borders, white makes it much easier to work with until the final product.)
25 March 2010

Windowskin Maker XP

A lot of people lately have been searching for Windowskin Generators to make life easier. No doubt regular visitors to this blog (or the forums) already know about the RMVX Windowskin Generator, which is a superlative utility that I use frequently.

Unfortunately, there has been no RMXP equivalent...Until now!

The talented Evil Cabbage has created just the utility. It's available for download (from RMXP Unlimited) here. Right-click on the "Download" link and Save As for it to work.

Now there are opportunities aplenty for us "non-artists" to create windowskins for both our RMXP and RMVX projects!

A full, light review is available here.
23 March 2010

More Windowskins VX #6

Here are some more parchment type RMVX windowskins that I found lurking on my hard drive. As always I assume they were created with the Windowskin Generator and Paint Shop Pro combination. Also as usual, these are also placed on the sister blog, RPG Maker Times Companion, where you can collectively view the other RMVX and RMXP windowskins. Right-click and save the image to your hard drive.

Dark Bronze Parchment
Dark Bronze Parchment - RMVX Windowskins
Dark Parchment
Dark Parchment - RMVX Windowskins
Feather Parchment
Feather Parchment - RMVX Windowskin
Light Parchment
Light Parchment - RMVX Windowskins
20 March 2010

RMTool

Direct Download This utility scans RPG Maker games for missing files and gives instructions on how to fix it. For example, if a MIDI or particular graphics file is missing from the game's Project folder, this tool will tell you which one is missing.

RMTool - Scan Resources
RMTool - Scan Resources

If any files are missing, you can then import those resources into your project. The program will then "fix" the missing files.

RMTool - Import Missing Resources
RMTool - Import Missing Resources

Note: The program was specifically made for RM2K, but works as well with RM2K3, except for 2K3-specific folders (i.e. System2, BattleChars, CharSets, etc.); they just won't be scanned.

Windowskin Generator VX

Direct DownloadI found this awesome and very useful utility. It's a Windowskin Generator, programmed by Woratana and with graphics by Aindra, for RMVX and it works! The idea behind this is to make Windowskin creation easy by selecting various parts and applying them to the skin. It even has a preview area where you can see what the resultant image will look like! Once you're done, the finished product can be saved and imported into RMVX for use in your games.

Windowskin Generator RMVX

Download it directly here, then extract it to the RMVX Projects folder (using WinRar or Winzip) and open it up in the RMVX program.

It can be run directly from RMVX or as a standalone program. If used as standalone, the RGSS2002e.dll may be needed. Information on creating and running standalone games (including downloading the appropriate files) can be found on the RPG RPG Revolution forum.
18 March 2010

Chapter 8: Items by Level (Hero Level) - The Complete Chests Tutorial

Chests can contain higher-level items, such as weapons, which are only accessible when a character reaches a certain level. If the character is the required level, they can open the chest, otherwise it remains closed. This is easy to do, thus:

Set up the basic chest (from Part 1), setting the chest name to "Chest 8" and the switch precondition on Page 2 to "Chest 8 Opened" also.

In the Events Commands, we need to set up a Branch Condition to check the Hero's level. If it's the required level, the chest is opened as usual. If not, a message is displayed stating the you are not a high enough level to receive the item.

The complete code is:
<>Branch if Zack Level is 2 or more
  <>Play Sound: open1
  <>Move Event: This Event, Face Right
  <>Wait: 0.2 Sec
  <>Move Event: This Event, Face Up
  <>Wait: 0.2 Sec
  <>Move Event: This Event, Face Left
  <>Wait: 0.2 Sec
  <>Change Items: Potion 1 Add
  <>Message: Potion received.
  <>Switch Operation: [0009:Chest 8 Opened] ON
  <>
: Else Handler
  <>Message: You are not a high enough level to
  :               receive the item.
: End
<>
To increase the level required, simply change the value in the Branch Condition, and the item accordingly. Additional Branch Conditions and items can be added (in the Else Handlers) for additional levels.
14 March 2010

More Windowskins VX #5

Here are some more RMVX windowskins, some of which I created from scratch and some of which were created with the Windowskin Generator. I can't remember which belongs to where, but it doesn't really matter. As usual, these are also placed on the sister blog, RPG Maker Times Companion, where you can view examples of these (and all the other) RMVX and RMXP windowskins. Right-click and save the image to your hard drive.

Torn Parchment
Parchment 5 - RMVX Windowskins
Roman Gothic
Roman Gothic - RMVX Windowskins
Writer's Papyrus
Writer's Papyrus - RMVX Windowskin
Final Fantasy IX #1
FFIX 1 - RMVX Windowskins
Final Fantasy IX #2
FFIX 2 - RMVX Windowskins
 


Notes:
  • The Roman Gothic windowskin was originally designed for The Gladiator Project, but I created a different one instead.
  • The Final Fantasy IX ones took ages to get the boxes "just right", but they turned out in the end.

AnimGet

Direct Download The primary purpose of AnimGet (or Animation Get) is to extract animation frames for use in RPG Maker (or other animation programs). When activated, it will work in the background, taking snapshots every 10 milliseconds, which can then be rendered in a suitable graphics program, such as Paint Shop Pro.


AnimGet - RM2K/3 Utilities

In the beginning, AnimGet was used in conjunction with various emulators, particularly the NES or SNES ones, to capture sprite or battle animations. These could then be rendered and ported into RM2K/3 for use in games. Copyrights were flouted in those days, but that didn't stop the mass productions of RM2K/3 made Final Fantasy or Zelda fan games!

A much more up-to-date (and perhaps ethical) use for AnimGet is to create still-frame images for animations for tutorials or mini movie clips. But, since the program runs in the background, snapshotting every 10 milliseconds, whatever you do while it is active will be logged.

RM Recker

Direct Download RMRecker, created by AnomyWare, is specifically designed for "editing resources, such as splash screens, icons, and glyphs, in your RPG Maker games quick and easy".

RMRecker - RM2K/3 Utilities

With it, you can change any of the three logos, the glyphs and icons used in the game with your own, then save them. The way that RMRecker does this is it patches the EXEcutable RPG_RT file, overwriting the "defaults". It certainly is a quick and easy process and, although it was created with RM2K/3 in mind, it can be used with other EXE files as well.

There are some limitations:
  • You can only use 8-bit images. It won't accept 24-bit high color images unless you decrease the color depth first.

  • While glyphs can be BMP, PNG or the proprietary XYZ formats, logos can only be PNG or XYZ formats.
The current version is v1.0 Beta 2, but there have been no apparent updates since 2003; it is still a useful utility nevertheless.

ResHack

Direct Download ResHack (short for Resource Hack is a great utility that allows modification of games or RM2K/3 settings. Game icons, logos, text, individual settings, etc. can be modified to suit individual needs.

ResHack - RM2K/3 Utilities

For the most part, ResHack is used primarily to alter the "default" icons and in-game graphics, as well as some information about the game. Other icon files can be used for this purpose and then the EXE file is re-compiled accordingly.

Note: It is against Enterbrain's Terms & Conditions to directly modify the RPG Maker program, Runtime Package (RTP), and resources, but the English versions of RM2K/3 were never "legal" or endorsed by Ascii/Enterbrain. This utility is included here only because of its usefulness and perhaps for posterity.

Dan's RMXP Tool

RPG Palace Dan's RMXP Tool is a useful utility for inspiration, which allows you to create names for characters, game titles, and a plethora of other things. The title is something of a misnomer because it can be used for all of the RPG Makers and other game makers also. (I have, on occasion, even used it for inspiration for titles for short stories!)

The screenshot below shows an example of what it can do. (The skill it chose, "Cruel Skill", conjures up quite a few visuals, some of which are just cruel.)

Dan's RMXP Tool

  • Random Title Generator: Generates game titles, examples of which are Old Birthright or Deep Spirit. Some humorous ones are Comfortable Tormentor or Shallow Parasite.
  • Random Character: Generates names for characters, male and female. There is also an option to choose the character's nationality, which reflects the nature of the name - English, Greek, Japanese, Gaelic and Demon.
  • Random Item Name: Generates dynamic names for items. Examples are Crooked Root and Divine Water, with some humorous ones being Nervous Nut or Flat Chance.
  • Random Equipment: Generates names for equipment (weapons, armor, etc.). The first few tries yielded the following results: something down-to-earth, Massive Sword; something dynamic, Ghost Shoulder Pad; and something humorous, Ill Shield and Upset Plate.
  • Random Skill Name: Generates random skill names, such as Giant Blow, High Rain or Flaky Nebula.

In addition to all this, under "Select Generate Mode" is an NPC Stats Generator, which randomizes the stats for non-player characters, including providing a name. You can also choose the level of difficulty for the NPC.

While this certainly is a nifty utility, sometimes it takes ages to get the "right" name for something, especially items, since it draws from separate data files for adjectives and nouns or first names and last names. That said, it is still a useful utility nevertheless.
13 March 2010

Chapter 7: Monster-In-A-Box - The Complete Chests Tutorial

Those who have played Final Fantasy (and several other RPGs) will recognize the Monster-In-A-Box scenario, where a monster pops out and attacks as soon as the chest is opened. It's easy to emulate this in RM2K3.

Set up the chest, "Chest 7" as normal (from Part 1), including the switch on Page 2 set to "Chest 7 Opened".

Immediately under the third Wait command in the Event Commands, we will need to call an enemy encounter (predefined in Monster Groups in the Database). For the purposes of the demo I've created one called "Cave Monster", which is a single Orc.

So, the Event Command we need is "Enemy Encounter" (the very first one on Tab 2). Set the "Specific Monster Group" to "Cave Monster" or whatever predefined monster you want. Set the "Defeat Handler" to "Execute Custom Handler", which gives additional control over winning or losing the battle. And finally, "Disallow Escape" in the "Escape Handler" unless you want to have a specific set of commands for attempting to flee.

The completed routine should look like this (not including the basic chest opening commands from Part 1):
<>Enemy Encounter: Normal, Cave Monster
: Victory Handler
  <>Message: Congratulations!
  :               You beat the Monster-In-A-Box!
  <>Call Event: Random Contents
  <>Switch Operation: [0008:Chest 7 Opened] ON
  <>
: Defeat Handler
  <>Game Over
: End
And it's as simple as that.

Chapter 6: Picking Locks - The Complete Chests Tutorial

Continuing with the Chest Tutorials, we will now create a locked chest that can be opened with a lockpick. Of course, factored into the equation is that there is the possibility the lockpick will break, but if the lock is successfully "picked" then the chest will open.

The first thing we need to do is create the lockpick. In the Items tab of the Database, make the lockpick a Common Item. This will be the "key" for the chest.

Next we need to create the chest itself, "Chest 6", using the basic chest template (from Part 1). However, we have to check whether the Hero has a lockpick first, otherwise the chest will remain locked.

This is created with a Branch Condition, thus:
<>Branch if lockpick Possessed
  <>
: Else Handler
  <>Message: The chest is locked!
  :         You don't have a lockpick!
  <>
: End
This will check to see if the Hero possesses a lockpick. If not, a message will pop up stating that fact.

Next, we'll set up the "Randomizer" variable to determine success or failure. In this case, set it to a random number between 1 and 3, creating additional Branch Conditions based on the random result.

If Randomizer is 1, this is where the chest opens and the event commands are placed here, calling the Random Contents Common Event and turning the "Chest 6" switch on. If Randomizer is 2, you fail to pick the lock. And if Randomizer is 3, the lockpick breaks, not forgetting to remove the lockpick from the inventory.

The completed routine is:
<>Branch if lockpick Possessed
  <>Variable Oper: [0001:Randomizer] Set, Rnd [1-3]
  <>Branch if Var [0001:Randomizer] is 1
    <>Play Sound: open1
    <>Message: You pick the lock and the chest opens!
    <>Move Event: This Event, Face Right
    <>Wait: 0.2 Sec
    <>Move Event: This Event, Face Up
    <>Wait: 0.2 Sec
    <>Move Event: This Event, Face Left
    <>Wait: 0.2 Sec
    <>Call Event: Random Contents
    <>Switch Operation: [0007:Chest 6 Opened] ON
    <>
  : End
  <>Branch if Var [0001:Randomizer] is 2
    <>Message: You fail to pick the lock!
    <>
  : End
  <>Branch if Var [0001:Randomizer] is 3
    <>Message: The lockpick breaks!
    <>Change Items: lockpick 1 Remove
    <>
  : End
: Else Handler
  <>Message: The chest is locked!
  :               You don't have a lockpick!
  <>
: End

Don't forget to set the Preconditions switch to "Chest 6 ON" on Page 2.

Next, of course, we need to create an NPC that will give you the lockpick. You can either place it in a shop or have the NPC gift it to you. For the purposes of this demo, we'll choose the latter, so set up the NPC event and in the Event Commands, check if a lockpick is already possessed. If so, he won't give another; if not, he'll give you another one.
<>Branch if lockpick Possessed
  <>Message: You already have a lockpick!
  <>
: Else Handler
  <>Message: Have a lockpick!
  <>
: End

Move Event

Direct Download It can be very time-consuming trying to figure out specific character movements, often meaning that you have to playtest and tweak until you have it just right. I've had many frustrating moments where the characters have moved slightly too far, putting the rest of the "scene" out of sync. Or where the cut scene has frozen because characters are trying to move but are walking into walls.

With this utility, which can be downloaded here, it takes some of the pain away. What it does is allow you to record the keystrokes from the directional keys, then either preview it as a graphical representation or as a "live" demonstration (playing back the recorded keystrokes) in RMXP itself.

Move Event for RMXP
As you can see from the snapshot above, you can also save the current movement commands and load them later for additional tweaking and testing.

Since using this utility, the amount of time taken for cutscenes where a lot of character and NPC movement is required has been slashed in half. It's very useful to be able to test that out before actually implementing it in the Command Events and then having to go back in to edit them manually.

If you're like me and have a lot of movement in your games, then this utility will assuredly help. It's one of those rare gems you stumble across that certainly help you out and you don't want to get rid of - even after there are no further updates.

Character Maker XP

Direct Download When it comes to designing character sets from scratch, I am stuck so rely on these kinds of utilities to help me out. Character Maker XP makes life much easier, as it will create character sets and sprites for you.

Although it is limited as far as the number of resources, you can still create some reasonably good custom character sets for RMXP, even with a small set of graphics available.

Character Maker XP

As you can see from the snapshot above, characters are highly customizable, with a virtual mannequin to model the clothes and extras to work with. You can then export your finished product to RMXP character sets and import them into your games. It also has a feature to edit the resources, but use with caution since it directly modifies the program's default graphics, with no way to undo the changes, except to reinstall it.

Its ease of use makes it a worthy addition to your games creation software, but there are slightly better ones out there, including online web editors.

Edit (18-Feb-2012): Previously downloadable from Megaupload and we all know what happened to them. Thanks to "Anonymous" for pointing this out. Anyway, download should be working now.

Face Maker

RMXP Unlimited What's a character set without a matching face? Well, with Face Maker, currently at version 3.1, you can design facesets for message boxes. It doesn't seem to have been updated in over a year, but it does its job and suffices quite well. It also does not come with a Help file - not that you need it though - it's fairly self-explanatory.

To download it, you'll have to become a member of the RMXP Unlimited forums, but it's definitely worth it in the end.

Face Maker 3.1

One of the things I really like about this program is that every aspect of the face is customizable, from the face to the additional accessories:

  • Face and neck
  • Eyes (including the pupils and eyebrows)
  • Mouth
  • Mustache (including beard)
  • Ears
  • Hair (including bangs)
  • Neck and head wear
  • And two sets of accessories (including helmet)

There are literally hundreds of possible combinations and quite a large range of resources to choose from.

Once you're done creating your masterpiece, you can save it for use in your games, with three sizes to choose from, depending on the RPG Maker used and the purpose of the faceset.

Overall, this is a very neat program, one which I've used on occasion too, primarily just for the fun of it.

Chapter 5: Trapped Chests - The Complete Chest Tutorial

Continuing the Chest Tutorials, we're now going to create a trapped chest, i.e. when you open it, it will trigger a random trap, which will cause damage or affect the player's status.

To begin, create a basic chest (as detailed in Part 1), we'll need to set up the randomized traps, then 4 additional Conditional Branches with the different traps triggered, including one where you avoid the trap.

The following routine is placed after the third Wait Command and before the rewards (called with the "Random Contents" Call Event we defined in Part 3).
<>Variable Oper: [0001:Randomizer] Set, Rnd [1-4]
<>Branch if Var [0001:Randomizer] is 1
  <>Show Battle Animation: Fire Breath, Hero (Wait)
  <>Message: You triggered a fire trap.
<>Change HP: Entire Party's HP 10 Remove
  <>
: End
<>Branch if Var [0001:Randomizer] is 2
  <>Show Battle Animation: Ice Breath, Hero (Wait)
  <>Message: You triggered an ice trap.
  <>Change HP: Entire Party's HP 10 Remove
  <>
: End
<>Branch if Var [0001:Randomizer] is 3
  <>Show Battle Animation: Poison Breath, Hero (Wait)
  <>Message: You triggered a poison trap.
  :         You've been poisoned!
  <>Change Cond: Entire Party Poison Inflict
  <>
: End
<>Branch if Var [0001:Randomizer] is 4
  <>Message: You avoided the trap.
  <>
: End

With that in place, the chest will open normally and you'll receive the goodies from within the chest after the trap has been triggered.
12 March 2010

Changes Are Afoot

Frequent visitors to this blog will see a major change, specifically the new layout. The template was created by the very talented Diane from Skin Corner (highly recommended to anyone looking for free Blogger templates).

After experimenting with LiveJournal and Wordpress for the repository of additional materials and resources, I found that they were extremely limited (and limiting). Blogger is the "original" and by far the most versatile, so the RPG Maker Times Companion (as it will be renamed) will be ported over here.

So, now that the projects that kept me busy last month and part of this month are done, and work has slowed, I can spend more time on updates. What I'm hoping for are more tutorials, windowskins, scriptlets and game reviews.

In the meantime, all of the posts on this blog are intact, but I still have the hideous task of bringing the entries (including the links) up-to-date. This shouldn't take too long. No doubt, there will be some overlooked links, etc. but I'll find them eventually!

The RPG Maker 2K3 Master blog will remain as it is (layout wise), but with RM2K3 related tutorials implemented there. This blog will then point to those tut's and how-to's.

In addition, any additional materials, resources, scripts, etc. will also be indexed on the forthcoming RPG Maker Times Companion blog to make things much easier to find.
11 March 2010

Chapter 4b: Combination Locks (Advanced) - The Complete Chest Tutorial

Following on from Part 4a, which created a single combination, this tutorial will prevent you from opening the chest unless you know the complete combination beforehand.

For the purposes of this tutorial, we'll create 4 additional events (Bush #1, Bush #2, Bush #3 and Bush #4) that can be searched for each part of the combination. These are dotted around the map so that when "searched", one part of the combination will show up.

We'll also need to create 4 variables (Num 1, Num 2, Num 3 and Num 4) to "store" the individual combination numbers, but this is primarily to avoid using switches when the number is obtained.

The combination for this tutorial will be 4321, with each part stored in the variable "Num Digits". If you attempt to open the chest without first knowing the entire combination of four numbers, you won't be able to open it.

Starting with the Bush #1 event, in the Event Commands, we're going to create a Conditional Branch to determine if the bush has already been searched. If so, display a message with the first number in the combination sequence; if not, set the first number (in this case set to 4) and add one to the number of digits. The complete code will look like this:
<>Branch if Var [0003:Num 1] is 0 Greater
  <>Message: The first number is: \V[3].
  <>
: Else Handler
  <>Variable Oper: [0003:Num 1] Set, 4
  <>Variable Oper: [0007:Num Digits] + , 1
  <>Message: The first number is: \V[3].
  <>
: End

Repeat that with Bush #2, changing "Num 1" to "Num 2", "\V[3]" to "\V[4]" and under the Else Handler change the "4" to a "3", thus:
<>Branch if Var [0004:Num 2] is 0 Greater
  <>Message: The first number is: \V[4].
  <>
: Else Handler
  <>Variable Oper: [0004:Num 2] Set, 3
  <>Variable Oper: [0007:Num Digits] + , 1
  <>Message: The first number is: \V[4].
  <>
: End

Repeat the process for Bush #3 and Bush #4, increasing the values accordingly.

After that, we need to create the chest. For this, we'll check to see if all the numbers needed for the combination lock are known. If not, a message will be displayed telling you that you don't know the full code. If so, check for the correct combination (in this case, 4321) and open the chest upon the correct combination being entered.

We'll be drawing on the previous tutorials - Part 1 (Basic Chests), Part 4a (Combination Locks) and Part 3 (Random Contents) to create the chest.

The complete routine will look like this:
<>Branch if Var [0007:Num Digits] is 4
  <>Input Number: 4 Digit, [0002:Combo]
  <>Branch if Var [0002:Combo] is 4321
    <>Play Sound: open1
    <>Move Event: This Event, Face Right
    <>Wait: 0.2 Sec
    <>Move Event: This Event, Face Up
    <>Wait: 0.2 Sec
    <>Move Event: This Event, Face Left
    <>Wait: 0.2 Sec
    <>Call Event: Random Contents
    <>Switch Operation: [0004:Chest 4b Opened] ON
    <>
  : Else Handler
    <>Message: The combination is incorrect.
    <>
  : End
  <>
: Else Handler
  <>Message: You don't have all the numbers yet.
  <>
: End

Chapter 4a: Combination Locks (Basic) - The Complete Chest Tutorial

Combination locks can be placed on some chests, which will only be opened if the correct combination is entered, otherwise will remain closed. In this two part tutorial, I'll demonstrate how this can be achieved.

The first, which sets up a basic 4-digit combination lock, we need to create another chest event, "Chest 4a". On Page 2, set the Preconditions Switch to "Chest 4a Opened".

On Page 1, we'll set up a variable and input option for the combination (in this case 1234), stored in "Combo", determine if the correct combination has been entered and, if so, provide random contents (detailed in Part 3). If not, the chest remains closed.

The complete code on Page 1 will look like this:
<>Input Number: 4 Digit, [0002:Combo]
<>Branch if Var [0002:Combo] is 1234
  <>Play Sound: open1
  <>Move Event: This Event, Face Right
  <>Wait: 0.2 Sec
  <>Move Event: This Event, Face Up
  <>Wait: 0.2 Sec
  <>Move Event: This Event, Face Left
  <>Wait: 0.2 Sec
  <>Call Event: Random Contents
  <>Switch Operation: [0001: Chest 4a Opened] ON
  <>
: Else Handler
  <>Message: The combination is incorrect.
  <>
: End

When you playtest the game, if you try and open the chest with any other combination than 1234, the combination will be incorrect. Trying 1234 will open the chest and give random items (from Part 3).
09 March 2010

Chapter 3: Random Contents - The Complete Chests Tutorial

Wouldn't it be better if the contents of chests were randomized, rather than fixed? This adds an element of surprise to the game, a sense of the unexpected.

To set up randomized items, we'll be using a Common Event, which can then be called from within the chest events.

So, let's create the Common Event (in the Database) first of all. Create a new Common Event, called "Random Contents", with the Trigger set to "Call" (the default).

In the Event Commands, we'll be generating a random number between 1 and 3, which will then correspond to the item given. To do this, we need to set up a variable (Randomizer or similar) and some Conditional Branches, each pointing to the random number generated.

For this tutorial, the goodies I've chosen are 5 Potions, 100 GP and 5 Antidotes.

This is how the finished code looks:
<>Variable Oper: [0001:Randomizer] Set, Rnd[1-3]
<>Branch if Var [0001:Randomizer] is 1
<>Message: 5 Potions found!
<>Change Items: Potion 5 Add
<>
: End
<>Branch if Var [0001:Randomizer] is 2
<>Message: 100 GP found!
<>Change Money: 100 Add
<>
: End
<>Branch if Var [0001:Randomizer] is 3
<>Message: 5 Antidotes found!
<>Change Items: Antidote 5 Add
<>
: End

To add more items, increase the end range of the variable Randomizer and add another corresponding Conditional Branch.

Using the map from the previous tutorials, create another chest on the map, named "Chest 3". You can copy the locked chest and paste it onto the map, deleting the Event Commands in Page 1, except "Play Sound" through to the third "Wait" command.

At the end, add the Call Event command to call the "Random Contents" Common Event we just created. Then turn the switch "Chest 3 Opened" to ON and change the Preconditions switch to "Chest 3 Opened" as well.

The completed code will look like this:

<>Play Sound: open1
<>Move Event: This Event, Face Right
<>Wait: 0.2 Sec
<>Move Event: This Event, Face Up
<>Wait: 0.2 Sec
<>Move Event: This Event, Face Left
<>Wait: 0.2 Sec
<>Call Event: Random Contents
<>Switch Operation: [0001: Chest 3 Opened] ON

With every chest you want random content, simply call the "Random Contents" event and turn turn on the corresponding switch in a similar fashion.
08 March 2010

Chapter 2: Locked Chests - The Complete Chests Tutorial

As a continuation of the Chest Tutorials - Part 1: Basic Chests, this tutorial details how to create a chest requiring a key to open.

First of all, we'll need to create the key to open the chests. In the "Item" tab of the Database, create the key as a "Common Item" type and description.

Now, let's lock "Chest 1" (from Part 1) by modifying the Event Commands slightly. Before adding any commands, press CTRL A (to select all) and CTRL X (to cut it).

Add a Conditional Branch (Tab 3), set to "Item" (second tab), "Party Possesses" and "Key", with the "Execute Custom Handler" option checked.

Under the Branch, paste (CTRL V) the previous commands. Then under the "Else Handler", create a message stating the chest is locked.

The complete script in Page 1 should look like this:
<>Branch if Key Possessed
<>Play Sound: open1
<>Move Event: This Event, Face Right
<>Wait: 0.2 Sec
<>Move Event: This Event, Face Up
<>Wait: 0.2 Sec
<>Move Event: This Event, Face Left
<>Wait: 0.2 Sec
<>Message: 5 Potions received!
<>Change Items: Potion 5 Add
<>Switch Operation: [0001: Chest 2 Opened] ON
<>
: Else Handler
<>Message: It's locked! You need a key to open it!
<>
: End

That's it for the chest. When you playtest now, you won't be able to open the chest without the key and you'll get the "It's locked!" message.

To obtain the key, we're going to set up another event, an NPC, who will give the key only once.

In the Event Commands of the NPC event, place the following:
<>Branch if Key Possessed
<>Message: Did you open the chest yet?
<>
: Else Handler
<>Message: Here's the key to that chest.
: Keep whatever you find inside.
<>Change Items: Key 1 Add
<>
: End

What this does is check first to see if the NPC has already given the key. If not, add the Key to the inventory; if so, don't give another key but display a message instead. And now the chest can be opened to obtain the Potions.

We can now move onto Chapter 3: Random Contents.
07 March 2010

Chapter 1: Basic Chests - The Complete Chests Tutorial

One of the commonest questions I'm asked is about creating chests in RM2K3. There is no "perfect" method, although there is one that I found works adequately. As part of a multi-part tutorial, these methods will also work with all RMXP and RMVX events (with a little adaptation).

The first thing to do is to create a chest event on the map. Give it a name, say "Chest 1". This will have 2 pages, the first to obtain the contents and the second to make sure the chest is empty afterwards.

Page 1

This is the first time the chest is opened, where the contents of the chest are obtained.

Set the "Event Graphic" to a closed chest (there are 2 RTP in "object1"), making sure that Movement Type is set to "Stationary", Trigger Condition is "Action Key" and Event Layer is "Same Layer As Hero".

In the Event Commands, place the following:

<>Play Sound: open1
<>Face Event: This Event, Face Right
<>Wait: 0.2 Sec
<>Face Event: This Event, Face Up
<>Wait: 0.2 Sec
<>Face Event: This Event, Face Left
<>Wait: 0.2 Sec

What this does is "animate" the chest opening. Many online chest tutorials place the "animation" movement in a single "Move Event" sequence, which, in my opinion, is ineffectual. Having individual commands like this provides a much more effective method of animation.

Next, we need to fill the chest with goodies! So, after the above sequence, for this tutorial we'll gift the player 5 Potions, thus:

<>Message: 5 Potions received!
<>Change Items: Potion 5 Add
<>Switch Operation: [0001: Chest 1 Opened] ON

The final Switch command is to make sure that the chest is empty after the potions are grabbed.

Page 2

This is to make sure the chest is (and remains) empty after its contents have been obtained.

In "Preconditions", make sure the "Chest 1 Opened" switch is ON.

Then set the "Event Graphic" to wide open (Facing is "Left"). Animation Type must be set to "Fixed Graphic".

And finally, in the Event Commands, place a message stating the chest is empty, thus:

<>Message: The chest is empty.


Now, when you playtest it, the chest will slowly open, you will obtain its contents, and it will remain open but empty.

We can now move onto Chapter 2: Locked Chests.
06 March 2010

The Complete Chest Tutorial

The Complete Chests Tutorial for RM2K3 is now complete. The demo is now available (see right-hand side menu).

The different chapters in this tutorial are:



I may add additional chapters as the need arises (through inspiration or suggestions), but for now that's it. As each chapter is finished, I'll add the link here.

Note: The original Chapter 8, Items by Location (Map ID) has been temporarily deleted and will be added at a later time.
05 March 2010

No Updates, Next Updates

There weren't any updates last month - and only four in January! I've been so busy working and playing several newer MMORPGs, including Grand Fantasia (which I was beta testing for a while) and GodsWar Online.

I've also been working on a new game, Chronicles of Yrd, which is more of an experiment than anything else and a test of my eventing and scripting knowledge. I'm trying to make an RMXP version and an RMVX version, both of which follow the same basic plot but they are different.

The next major update to RPG Maker Times is going to be the comprehensive "Chest Tutorial", which will include a demo, that I mentioned a few entries ago. It's currently at 85%, but as it nears completion I'll announce it here but will place it on the RPG Maker 2K3 Master blog in its entirety, with reference links here.

Further updates will include more RMVX Windowskins, which I'm attempting on creating from scratch, as well as some more RMXP ones too. And talking of graphics, one of the recurring questions that I've been asked lately is about graphics, so I'll attempt on implementing more comprehensive tutorials on graphics for all RPG Makers. This includes everything from character sheets to tilesets.

Of course, all of this depends on whether I can find the time to squeeze these things in. As the saying goes, "There just aren't enough hours in the day!"
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