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!"
24 January 2010

More Windowskins VX #4

I know previously I mentioned that the next windowskin update would be for RMXP, but popularity trends dictate otherwise. So, here are some more RMVX windowskins that I've created. As usual, I've used the Windowskin Generator, but have imported my own resources into the program, rather than relying on the default ones.

Also as usual, these will be 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.

Blue Bubble
RMVX Windowskin - Blue Bubble
Blue Cross
RMVX Windowskin - Blue Cross
Darkwood
RMVX Windowskin - Darkwood
Leathery Gold #1
RMVX Windowskin - Leathery Gold 1
Leathery Gold #2
RMVX Windowskin - Leathery Gold 2
Parchment #4
RMVX Windowskin - Parchment 4
Red Bubble
RMVX Windowskin - Red Bubble
Stone Slab
RMVX Windowskin - Stone Slab
 

Since I now have quite a collection of RMVX Windowskins, as well as a few scriptlets, I will be creating a separate website soon to house them all. Each windowskin there will include visuals of what the Status Menu, Status and Equipment screens look like with a particular windowskihn. Then, in the future, all windowskins from the blogs will be cross-linked there instead.

The website itself will be specifically tailored for RMVX (but may also include RMXP and RM2K3 later, as trends dictate). And this will make it much easier to properly categorize the windowskins, scripts and other resources in one convenient place.
20 January 2010

Betrayal At Krondor Wordlock Script

Wulf's ChoiceFor those who have played Betrayal At Krondor will know precisely what a "Wordlock" is. For those that don't, it's basically a chest (or door) locked by a riddle and they will only open once the correct word has been entered.

Once upon a time, I tried recreating the wordlocks in RM2K3, but encountered a few difficulties given its limitations. Everything had to be set up using Events and Common Events, including creating a customized menu specifically for entering the words. It was a nightmare.

However, now one exists for RMVX, thanks to the awesome talent of Modern Algebra. I've tried this script and, trust me, it is good - just like revisiting Betrayal of Krondor.

The script and demo can be viewed and downloaded here.
12 January 2010

News & Updates

I realised today there haven't been any updates for a while, primarily because I've been busy with other things. However, I haven't been idle on the RPG Maker scene.

Snow Fun For Some

Right now though, the UK snow is the major talking point here at the moment, including being the longest persistent cold snap for 30 years! The family "in joke" at the moment is that I brought the snow with me from Canada, since British Columbia has hardly had any - at least not their "usual" amount - and when I go back there things will return to "normal". With several feet already fallen, and more on its way, people here are ill-equipped to deal with it. Schools have closed, 40% of the workforce have been unable to drive into work, and some of the more isolated areas are still closed off. It's certainly a winter they will remember for a while!

The Gladiator Project - Graphics Wanted

I've had to put TPG on hold for awhile because of a lack of graphics. I'm not good with graphics at all, so if anyone is willing (and able) to create tilesets, character sets, and other types of graphics for the game, it'd be more than greatly appreciated. Contact me here (in comments) or at Twitter. I will give full credit, of course!

Comprehensive Chest Tutorials (RM2K3)

One of the side-projects I have been working on is a huge multi-part RM2K3 "how to" tutorial for chests, which can also be used in RMXP and RMVX, since they use events. Here is a breakdown of the different parts of the tutorial:

  • Part 1: Basic Chests
  • Part 2: Locked Chests
  • Part 3: Random Contents
  • Part 4a: Combination Locks (Basic)
  • Part 4b: Combination Locks (Advanced)
  • Part 5: Trapped Chests
  • Part 6: Picking Locks
  • Part 7: Monster-In-A-Box
  • Part 8: Items by Location (Map ID)
  • Part 9: Items by Level (Hero Level)

There will be a demo that goes along with this tutorial as well.
02 January 2010

The Gladiator Project Update #3

A lot of progress has been made on TGP lately, especially on the game itself. The maps are taking shape, although I do NOT like the RMVX tileset limitations. This makes it harder to create specific gladiatorial type maps without directly modifying the original or using the ambiguous Tileset E.

I decided eventually to change the menu again. The Achievements (Diarium Facti) has been removed. While it is an excellent, useful script, after playtesting it a few times, decided that it did not quite fit in with the game after all. Instead, I can achieve exactly the same thing with the Tasks (Laboris Tabulae) section, which has now been renamed the Quest Diary (Diarium Questae).

Another option added to the menu is an additional stats window, the Status Extra, which provides extra in-game stats in detail, such as Arena Level, Reputation, number of battles fought, won and lost, and several others.

I've been working out the final details of the characters' bios, which will be blogged at a later update, with all five characters present. At the moment though, the focus has been ironing out creases in the arena classes and skills, steering away from the historical classes (such as gladiatore, secutore, retiarius, etc.) and opting for the more traditional fantasy classes - Latinized, of course - such as Gladiatore (warrior/fighter), Clericus (cleric/priest), Magus (magic user), Alchemista (alchemist) and Summonitor (summoner).
21 December 2009

Game Progress Script

I originally wrote this script for RMXP, although adapted to RMVX (both scripts are available below).

Sometimes it's useful to know how far into a game you are. This script measures your progress in the form of a percentage (click on the screenshot to see what I mean). When you have completed certain tasks, you can add to the progress percentage.

The inspiration for this particular script came when I was reviewing the Status for my game, The Gladiator Project (TGP), thinking that something was missing, though I just didn't know what.

But then it came to me that, since some Roman Gladiators fought their way to the top, I figured why not have some kind of measurement on how close to "freedom" you are. So here's the script.

To install:

  • Copy and paste the appropriate script above Main.


  • When you want to update the "progress percentage", place the following in an event:

    $game_variables[1] += 5

    This will add 5 to the percentage.
20 December 2009

More Windowskins VX #3

Here are some more RMVX windowskins. All of the windowskins on this blog are compiled on 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.

CeruleanChromeCloudy
Cerulean RMVX WindowskinChrome RMVX WindowskinCloudy RMVX Windowskin>
GrapeOrange SunSaffron
Grape RMVX WindowskinOrange Sun RMVX WindowskinSaffron RMVX Windowskin
 Water   
 Water 1 RMVX Windowskin 

The next windowskin update will be for RMXP, including conversions of some of these RMVX windowskins.
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