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  • صفحة 14 من 54 الأولىالأولى ... 49101112131415161718192439 ... الأخيرةالأخيرة
    النتائج 196 إلى 210 من 809

    الموضوع: Montada E3

    1. #196
      التسجيل
      04-11-2001
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      هذا درس عن ال FORK CONDITIONS للي يحب يتعلم عنها و لكنه باللغة الإنجليزية فإذا ما فهمتوا حاولوا تترجموه



      i. What is a fork condition?

      ii. How do fork conditions work? Part 1: The Switch

      iii. How do fork conditions work? Part 2: The Variable

      iv. How do fork conditions work? Part 3: The Timer

      v. How do fork conditions work? Part 4: Money

      vi. How do fork conditions work? Part 5: The Item

      vii. How do fork conditions work? Part 6: Hero Options

      viii. How do fork conditions work? Part 7: Direction

      ix. How do fork conditions work? Part 8: The Final Three

      x. Conclusion and other stuff

      L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      i. What is a fork condition?

      A fork condition is an event that allows you to make the game take a
      different turn depending on what your character (the player) has already
      done. You can make small changes - such as getting a different item, or
      large changes - such as a character living or dying, if you know how to
      operate fork conditions. This can be a powerful (and perhaps necessary) tool
      to avoid linearity in your homemade RPG.

      In this tutorial, I will try to explain all the ways that a fork
      condition can be used. In all, there are 10 main options for fork
      conditions, each of which can be used for a different purpose. How you use
      them in your game is, obviously, your decision. I can give you the key, but
      you must open the door. (Don't take that literally... I'm not giving out
      keys.)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      ii. How do fork conditions work? Part 1: The Switch

      To use a fork condition, you must first decide the 'cause' before
      determining the 'effect'. The best example is the first option - the switch.
      Open the fork conditions event, and you will see a list of conditions.
      On the first page is:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      For now, we will concentrate on 'switch'. Click the circle for switch,
      then press the [...] button beside the first box. You will be taken to a
      list of your game's switches. Choose one, and press 'OK' (for the tutorial,
      we will say you chose the first switch on your list, named 'ThisSwitch').
      Back on the Conditions page, make sure the other switch box says 'ON', and
      make sure 'add ELSE case' is also checked, and press ok. Back on the 'Events
      Commands' box, you will now see:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Now, you have determined the 'cause'. The second line down, with the
      '<>', is where you define the 'effects' of what happens if the switch
      conditions are met (In this case, what happens if Switch: ThisSwitch is ON).
      For example, lets say, if ThisSwitch is on, you recieve one of the item named
      'fenix down'. Go into 'Add Item' and make it happen. Now, it looks like
      this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <>
      :END Case

      But what happens if Switch: ThisSwitch is not on? You define that under
      ':ELSE Case'. Lets say a sound effect plays. You click on the '<>' line
      under ':ELSE Case', and choose a sound effect. The event should now look
      like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <> Play SE: Failure1
      <>
      :END Case
      <>

      You have now completed a simple fork condition. However, perhaps you
      wish something to happen after the fork, something that happens no matter
      whether Switch: ThisSwitch is on. That's where ':END Case' comes in. ':END
      Case' means that is the end of the fork condition. Anything you plase after
      that will happen if Switch: ThisSwitch is ON or OFF. For example, you want
      the hero to jump up and down at the end of the event. Click the '<>' line
      after ':END Case', and make the appropriate move event. Afterwards, it will
      look something like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <> Play SE: Failure1
      <>
      :END Case
      <> Move Event...: Hero, Start Jump, End Jump
      <>

      This is a simple example of a 'Switch' fork condition... However,
      Remember the 'Add ELSE Case' that was checked on the Conditions list? Click
      on the '<> FORK Optn:Switch [0001: ThisSwitch] - ON' line, and press the
      space key to edit the event. Now, uncheck the 'Add ELSE Case' button, and
      press OK. The event will now look like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :END Case
      <> Move Event...: Hero, Start Jump, End Jump
      <>

      An event such as this would be useful if something extra happens when the
      switch is on, but without it, only what comes after (in this case, the move
      event) will occur. This could also be used as a parallel process event, if
      you have nothing after ':End CASE'. This way, it will not happen UNTIL the
      switch is turned on. As always, you will need to turn of the event using a
      switch or a variable.

      There is still more that can be done using just the switch option. For
      example, what would you do if you wanted something to occur if 2 switches are
      on? Or 3, maybe? The first thing you do is make a fork condition, as
      before, with 'Add ELSE Case' checked.

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Now, you click the first '<>' line, meaning that you choose what happens
      if Switch: ThisSwitch is ON. This time, however, make another fork
      condition, occuring if a second switch is on (In this case, it is the second
      switch on the list, 'ThatSwitch'). The event will now look like this:


      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Here is where it can start to get tricky... listen closely. The first
      '<>' like is where you decide what happens if both Switch: ThisSwitch and
      Switch: ThatSwitch are on. The second '<>' line is what happens if only
      Switch: ThisSwitch is on, and Switch: ThatSwitch is off, because it is after
      the Fork determining that ThisSwitch is on, but it is in the else case of the
      fork determining that ThatSwitch is on, therefore meaning in this case,
      ThatSwitch is off. The third '<>' line is what happens if neither switch is
      on, and the final '<>' is what will happen after the forks no matter what.

      ...But what if you want something to occur when ThatSwitch is ON, but
      ThisSwitch is OFF? You add another Fork Condition in the ':ELSE Case' of the
      first fork (meaning that it occurs if ThisSwitch is off). It would look like
      this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :ELSE Case
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :END Case
      <>

      Following this pattern, you could make an event look for many, many
      switches, to check which of them are on or off. As you can no doubt see, you
      can make a game very non-linear with only one option of a fork condition.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      iii. How do fork conditions work? Part 2: The Variable

      However, there are still many options to explore. Next on the list is
      the Variable. Return to the Conditions list, and you will see this page
      again:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      This time, click the circle next to the 'Variable' option. As before,
      Click the [...] button next to the first box to decide which variable you
      will use. For an example, we'll use the first variable on the list, named
      'ExampleVar'. Choose the variable, and press 'OK'. Back on the conditions
      list, you'll notice three sub-options under Variable.

      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]

      (The 'Set' box should say 0, and the third box will most likely say
      'Same' now that you have the Variable option chosen) The 'Set' box is where
      you choose a number for it to relate to (how it is compared to the variable
      is decided by the third box)... for now, we'll make this '2'. On the other
      hand, you could choose the circle next to the second 'Variable' option. This
      would mean the number is decided by what that other vairable is at... If you
      used this, you could quite possibly connect all the variables, and form an
      endless circle... but for now, we'll stick with the 'Set' option. In the
      final box, you will see a list of words: "Same, Above, Below, Bigger,
      Smaller, Others'. These determine how the fork condition relates the state
      of the variables... Here is what they mean:

      Same: This means the variable must be an exact match of the number
      chosen... so in this case, the fork condition is that the Variable:
      ExampleVar MUST be 2.

      Above: The Variable must be equal to or greater than the chosen number.
      In our example, the condition is if ExampleVar is 2 or above.

      Below: The Variable must be equal to or less than the chosen number. In
      our example, the condition is if ExampleVar is 2 or below.

      Bigger: If the 'Bigger' option is used, the Variable must be greater than
      the chosen number. In this case, the variable would have to be more than 2.

      Smaller: This means the Variable must be less than the chosen number. In
      this case, the variable would have to be less than 2.

      Others: 'Other's means the variable must be anything other than the
      chosen number, in the example, anything as long as it isn't 2.

      For now, choose the 'above' option, make sure 'Add ELSE Case' is checked,
      and click OK. On the Events Conditions box, it should show:

      <> FORK Optn:Varbl[0001:ExampleVar]-2abov
      <>
      :ELSE Case
      <>
      :END Case
      <>

      This is almost identical to the Fork Condition with the 'Switch' option.
      The first '<>' line is if the Variable: ExampleVar is 2 or more, the second
      '<>' line is if it is not, and the third '<>' line is what happens in the end
      in either case. Variable Forks are used the same way as Switch forks with
      the addition of the 'Same/Above/Below/Bigger/Smaller/Others' option, so if
      you need further help on how this works, refer back to the Switch section.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      iv. How do fork conditions work? Part 3: The Timer

      Return to the Conditions screen, and you'll see this page again:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      This time, click the circle next to 'Timer'. In the first box, you
      determine the number of minutes, and in the second, the number of seconds.
      In the third box, you choose whether the it should occur when it is 'above'
      or 'below' the time you determined. For now, make both minutes and seconds
      set to '0', and the condition 'below' - this will make it so that it will
      occur when the timer runs out. To make this particular scenario work,
      uncheck 'Add ELSE Case', and press OK. You will see:

      <> FORK Optn:Timer 0m.00s.less
      <>
      :END Case
      <>

      Make it a parallel process event, and whatever you put within the fork
      option will only occur when the timer runs out. An example of using a timer
      with an else case is a door that only opens when the timer reaches a certain
      time. On the first '<>' line, you would put a teleport event, and on the
      second '<>' line, a sound effect such as Failure1, and perhaps a message
      saying the door won't budge.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      v. How do fork conditions work? Part 4: Money

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      By now, you probably know the fork conditions screen well. The final
      option on the first page of conditions is 'money'. Click the circle next to
      the 'money' option, and then choose an amount... 100 is fine for an example.
      On the second box, you choose whether the player needs to have 'above' that
      amount, or 'below' that amount. When you press OK, the page will look
      something like this:

      <> FORK Optn:Money 100abov
      <>
      :ELSE Case
      <>
      :END Case
      <>

      As always, the first '<>' line should contain what happens when you DO
      have 100 gold or more, and the second '<>' line is what happens if you don't.
      The third is what happens at the end, regardless of which option is
      encountered.

      The money fork condition can be used to make your own shop. You could
      start with a 'Show Choice' event as a list of items, then have fork options
      under each choice to make sure the character has enough money to buy the item.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      vi. How do fork conditions work? Part 5: The Item

      Now, we finally reach the second page of conditions. Open the Fok
      Condition event, and click on the '2' tab at the top. You will now see a new
      list of options:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      We'll start at the top: Click the circle next to the 'Item' option. You
      will see that the first box is where you choose the item in question. As an
      example, we'll say you choose 'Fenix Down'. In the second box, you define
      the condition, by choosing 'Has it', or 'Doesn't have it'... I think these
      are pretty much self explanatory. Choose, 'Has it', and you'll get this:

      <> FORK Optn:Fenix Down Item Got
      <>
      :ELSE Case
      <>
      :END Case
      <>

      The first line is what happens if you have a Fenix Down, the second is if
      you don't, and the third is what happens afterword, as always. This Fork
      condition is useful in saving yourself from making extra switches or
      variables when you recieve an item.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      vii. How do fork conditions work? Part 6: Hero Options

      Go back to the second page of conditions, and you're faced with this page
      again:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      This time, you click the 'Hero' circle, and you can choose options
      regarding one or more of your heroes (to do more than one, use the same trick
      explained in part ii). To begin, choose the hero you want from the first
      box. For the second box, click the [...] button, and you will be taken to a
      list of options:

      Is in hero party: This one is self explanatory.

      Name =: This could be used if you change your hero's name... the fork
      option is if his/her name is what you type, or not.

      Level: If your hero is at or above the level you determine, the fork
      option is recognized.

      HP: If your hero is at or above the HP you determine, the fork option is
      recognized.

      Special Skill: You choose from the list of skills, and if the hero
      chosen knows the skill, what you choose under the fork option will occur.

      Item: This is a useful option - the only way to check the hero's
      equipment, rather than the items in the inventory.

      Condition: You choose from the list of condition, and the fork condition
      happens if the hero you chose has that condition.

      After choosing one of the above options, something like this will appear
      in the 'Events Conditions' box:

      <> FORK Optn:Alex- Poison is in condition
      <>
      :ELSE Case
      <>
      :END Case
      <>

      The Hero option can be very useful in determining something about your
      characters... for example, if someone is dead, you don't want them to be able
      to talk.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      viii. How do fork conditions work? Part 7: Direction

      Back on the second make of the conditions:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      Next is the 'Event' option. From the first box, you can choose any event
      on the current map, including the hero. In the second are the options Up,
      Right, Down, Left... with this option, you can make a fork depending on which
      direction the hero is facing. This can be very useful, especially if you
      plan to use real-time battles. The fork will look something like this on the
      event list:

      <> FORK Optn:Hero- Up Face Direct
      <>
      :ELSE Case
      <>
      :END Case
      <>

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      ix. How do fork conditions work? Part 8: The Final Three

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      As you can see, there are three final options left for fork conditions:
      Vehicle, Started by Decision Key, and Play BGM Once. Vehicle is semple
      enough - you choose one, and the fork condition happens if you are riding
      that vehicle. There is little use I know of for 'Started by decision key'.
      For example, in the following event:

      <> FORK Optn:Start by Decision Key
      <> Messg: bla bla bla
      :ELSE Case
      <> Messg: blee blee blee
      :END Case
      <>

      ...You will only see the message "bla bla bla" if the event is set to
      'push key', and "blee blee blee" if it is anything else. As for Play BGM
      (BackGround Music) Once, well... it happens if the BGM has played one
      complete round.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      x. Conclusion and other stuff

      After having read this tutorial, you can probably understand fork
      conditions well, and be able to apply them in your RPG.

    2. #197
      التسجيل
      04-11-2001
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      و هذا درس عن كيفية صنع باب يقفل و يفتح بسهولة تامة



      I made this tutorial cause I was at the tutorials one day,
      and I was browsing through them. Then I saw "How to make a door".
      I already knew how to make a door, but
      I read it to see how the other people did it.
      They made it sound complicated. Really, it's not.
      But here it is: How to Make a Door Made Super Easy.

      STEP 1
      OK, make a new event. Set the graphic as a door from
      the "Objects" chara set. Set the activation thing as Hero Touch.
      STEP 2
      In the event list, make a Set Chara movement.
      Set object character as "this Event." Make the frequency 5.
      Add these movements into the list:

      FaceRight
      FaceUp
      FaceLeft

      You could also put an SE of a door opening at the top if you want to.

      Click OK. Back at the event list, put a wait for 0.5 seconds.
      Then put a teleport to the map you want to teleport to.

      You can put an SE for the door closing after the teleport event.

      **Tada!** You have a door.

    3. #198
      التسجيل
      04-11-2001
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      كيف تجعل شخصياتك تتحول في 40 خطوة بسيطة جداً



      Some of you may be wondering how to make your party members transform,

      correct? Well...now you can! Others may have already known it, but I
      figured it

      out just this morning and it is actually very simple to do. It will call
      for an

      immediate and drastic course of action! Nah, not really...I just want to
      make

      this FAQ longer... Okay, let's get started! To make life easier, please
      follow

      the directions below! Do remember that for each transformation, you need a
      new

      character to be transformed from the original!


      I will put all of this into easy-to-follow steps:

      1. Open the program, RPG Tsukuru 2000 (RPG School 2000).
      2. Open your game, whatever it is called.
      3. Enter the database, doesn't matter which way you choose.
      4. Click on the Skills tab near the top.
      5. Select an empty slot in the left column.
      6. Type in the name you choose to call it (one of mine is "Jikan
      Henshin").
      7. For the classification, choose Switch.
      8. Set the MP cost to whatever you want (mine is at 34 MP).
      9. Next, choose it's availability (you might want it at Battle only).
      10. Then put your description (mine is "Transform into time-shifting
      beast").
      11. Select a sound effect next (I keep it Breast, it doesn't say Beast).
      12. Pick a using message (I have "x: Jikan henshin!!! Ryu no shin!!!")
      13. Click on the next "..." to choose a switch.
      14. Make a new one in an empty slot (mine is "0008: Jikan Henshin").
      15. Click OK on this window once you're done and to be safe, click Apply
      next.
      16. Click on the Common Events tab in the upper-right.
      17. Choose an empty slot as done in the Skills section.
      18. Give it a preferably relevant name (again, mine is "Jikan Henshin").
      19. For the next box, choose the Auto Start option.
      20. Leave the next option alone.

      21A. Before you start with the commands, go to the Hero section.
      22A. Give your transformation spell to any character.

      21B. Go to the Items tab and make a unique item that invokes the skill.
      22B. Asign it usage on desired characters.

      23. Return to the Common Events tab.
      24. Choose the one you were at earlier.
      25. Double-click on the Events Commands box.
      26. At the first page, choose "Change Party".
      27. Click on Remove Member and fix the member you want gone.
      28. Select OK to return to the database window.
      29. Double-click again on the same box, below the last command.
      30. Click on Change Party again.
      31. Click on Add Member and fix a member you want added (must be in "Hero"
      tab).
      32. Select OK and go to the "M.Party" tab.
      33. On all of your monster parties, double-click the Event Trigger box.
      34. Choose a switch but give it the same name you have been using before.
      35. Select OK, then in the command box, double-click.
      36. Go to Change Party and Remove the same character.
      37. When done, go to Change Party again and Add the member you want.
      38. With that finished, click on Apply to save what you did.
      39. You have finished all of the neccessary requirements.
      40. Now that you're done, have fun experimenting with different variations!

    4. #199
      التسجيل
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      لمن يهمه الأمر عن كيفية صنع غيوم أو سحاب فليقرأ هذا


      All you have to do to have perfectly functioning clouds is this:

      ----------------------------------------------------------------------
      Step One:
      Make an event anywhere on the map that you want the clouds. The event
      picture should be transparent (pink).
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step Two:
      Insert a cycle.
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step Three:
      Make a Show Image inside of the cycle, the image of clouds that you
      want to use (I used Morning1). Make the X coordinate -320 and the Y
      coordinate 120. The Magnification should be 100%. Choose Transparency
      Color: Stir, and Transparency % to 50%.
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step 4:
      Make a Move image inside the cycle. The Transparency % should be 50%
      again and the Magnification should be 100%. The Movement hangtime can
      be whatever you want it to be. I chose 300 (30.0 seconds). If you
      choose a higher time the clouds will move slower. If you choose a
      lower time the clouds will move faster. Leave the option Wait While
      Moving checked.
      ----------------------------------------------------------------------



      **********************************************************************
      ----------------------------------------------------------------------
      What should this event look like?
      ----------------------------------------------------------------------
      **********************************************************************

      <>Cycle
      <>Show Picture: 1,Morning1,(-320,120)
      <>Move Picture: 1,(320,120),30.0sec(W)
      <>
      :End Cycle
      <>


      **********************************************************************
      ----------------------------------------------------------------------
      What if I want mist, not clouds?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Well that's quite simple, in fact you could use the same image and event.
      All you have to do is change the Transparency Color from Stir -> to -> None.
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      Can I use a different image?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Of cpurse you can! Use whatever image you like, as long as it looks
      good .
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      Can I change the Transparency %?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      You can make it whatever you like . You could make it 0% (fully visible).
      If you wanted.
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      It freezes the game whenever I try it!
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Make SURE it's set to Parallel Process. What this does is makes it so
      you can move your character while all of this is going on.
      ----------------------------------------------------------------------

    5. #200
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      كيف تصنع ساعة في اللعبة لتحسب الزمن الذي لعبت فيه مثل سلسلة فايتال فانتسي و غيرهم من الألعاب





      If you have played Final Fantasy 7, Chrono Trigger or any other leading RPG, you may have noticed on the menu screen it shows you how long you have been playing for.



      This to some people making RPG Maker 2000 games is impossible, or something that they would never have attempted to do before.



      But it is a very neat technique to put in your game, especially if you want to see how long your demo, or full game lasts for. Whether it is a 15-minute masterpiece or a 5-hour classic, this technique will tell you how to calculate how long your creation lasts for.



      Now on to the dirty work:



      1: On your opening scene, make a switch called Timer.



      2: Now go to the database, Common Events and make a Parallel Process event that is activated by this Switch – Timer.



      3: In the event commands, you have to tell it to wait for a second, then put in a new variable-called Timer Seconds and set it at +1.



      That means that every second it is adding 1 to this variable. Now onto the second part of this technique.



      4: Make a Fork Condition, make it activate when the variable Timer Seconds reaches 60. Inside the Fork set the Variable Timer Seconds to 0, and make a new Variable called Timer Minutes and set it to +1.



      That means that when Timer Seconds reaches 60, much like real seconds, it makes a minute! Now the third and final part – hours!



      5: Make a Fork Condition, make it activate when the variable Timer Minutes reaches 60. Inside the Fork set the Variable Timer Minutes to 0, and make a new Variable called Timer Hours and set it to +1.



      Now, that’s not hard! (Is it?)



      To help people, here’s what it SHOULD look like:



      Wait 1.0s

      Variable Ch: [0001:Timer Seconds]+,1

      FORK Optn: Varbl[0001:Timer Seconds] –60

      Variable Ch: [0001:Timer Seconds]Set, 0

      Variable Ch: [0002:Timer Minutes]+,1

      FORK Optn: Varbl[0002:Timer Minutes] –60

      Variable Ch: [0002:Timer Minutes]Set, 0

      Variable Ch: [0003:Timer Hours]+,1





      The number of the variables is important. I used 1, 2, and 3 in this event.



      To get the timer displayed on the screen just put in a message “You have been playing this game for \v[3] hours, \v[2] minutes and \v[1] seconds!”



      You could make an item like a watch that brings up this message by, making an item that triggers a switch that (in common events) brings up this message.

    6. #201
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      كيف تصنع ضربة SCAN التي تحسب لك كم طاقة الوحش و نقاط ضعفه و غيرهم



      How do I make a scan attack?


      --------------------------------------------------------------------------------

      STEP 1 - Making the skill


      The first thing you should do is go into your skill/magic editor in your database. Make an attack called 'Scan' or whatever you please and make that skill a switch, then make a switch named 'scan used', and make that switch activated by the skill you are making. You should next make an attack animation that will represent the attack when it's used (It will be needed later on in the script.).


      --------------------------------------------------------------------------------

      STEP 2 - Making a single enemy formation scan


      (If you wish to know how to make a multiple enemy formation scan, please jump down to step 3.)

      Single enemy scans are pretty easy. Start by making a in-battle script for the formation that is triggered by the switch activated by your scan attack. Next in the event window start by making and setting two variables. One representing the enemy's HP, and the other representing the enemy's MP. Set them by selecting the option being 'set' and the operand being the 1:enemy's HP/MP(Which ever one you are setting.). Next insert a 'show battle animation', and select the animation you made for the scan attack and set it for 1:enemy. After that instert a message saying somthing like this, we'll use one of Project Gemini's monsters for this.

      Pigman:\!
      HP: \V[*]/40
      MP: \V[**]/10

      Replace the '*' with the variable number representing the enemy's HP, and the '**' with the variable number representing the enemy's MP.

      Then insert another message saying the monster's weaknesses(if the monster has any.). Then turn the switch that activated this event off. When your finished, the event window should say all of this, we'll use the single pigman for an example.



      <>Variable OP:[0001:Enemy 1 HP] Set, 1:Pigman HP
      <>Variable OP:[0002:Enemy 1 MP] Set, 1:Pigman MP
      <>Show Battle Anim.:Scan Success, 1:Pigman(W)
      <>Messg:Pigman:\!
      : :HP: \V[1]/40
      : :MP: \V[2]/10
      <>Messg:No weak points found!
      <>Chang Switch: [0001:Scan used]-OFF set
      <>

      That's it for the single enemy formation scan tutorial!


      --------------------------------------------------------------------------------

      STEP 3 - Scanning multiple-enemy formations


      (This is a little harder than before, so I sudgest that you read the single-enemy formation scan tutorial first.)

      Start by making an in-battle script that is triggered by the switch the scan skill activates, then create and set variables for each enemy's HP&MP(We'll use a 3 enemy formation from Project Gemini as an example.). Then make fork options equal to the number of enemies in the formation. The option should be for monsters possible behavior, and there should be one monster assigned to each fork option. It should look like this so far;

      <>Variable OP:[0001:Enemy 1 HP] Set, 1:Enemy 1 HP
      <>Variable OP:[0002:Enemy 1 MP] Set, 1:Enemy 1 MP
      <>Variable OP:[0003:Enemy 2 HP] Set, 2:Enemy 2 HP
      <>Variable OP:[0004:Enemy 2 MP] Set, 2:Enemy 2 MP
      <>Variable OP:[0005:Enemy 3 HP] Set, 3:Enemy 3 HP
      <>Variable OP:[0006:Enemy 3 MP] Set, 3:Enemy 3 MP
      <>Fork Optn: 1:Enemy 1-ActionPsb
      <>
      :End Case
      <>Fork Optn: 2:Enemy 2-ActionPsb
      <>
      :End Case
      <>Fork Optn: 3:Enemy 3-ActionPsb
      <>
      :End Case
      <>

      Then when the first fork condition starts, the first thing should be the battle animation of your scan attack on the enemy the fork option represents. Then display the message;

      Enemy Name:\!
      HP: \V[1]/*
      MP: \V[2]/**

      Replace the '*' with that enemy' HP max, and the '**' with that enemy's MP max.

      Then instert another message stating that enemy's weakness. Repeat this pattern with each enemy, but the variables in the message should be \V[3]&\V[4] for enemy number two, and \V[5]&\V[6] for enemy number three. When your all finished, the complete event should look like this;<>Variable OP:[0001:Enemy 1 HP] Set, 1:Enemy 1 HP
      <>Variable OP:[0002:Enemy 1 MP] Set, 1:Enemy 1 MP
      <>Variable OP:[0003:Enemy 2 HP] Set, 2:Enemy 2 HP
      <>Variable OP:[0004:Enemy 2 MP] Set, 2:Enemy 2 MP
      <>Variable OP:[0005:Enemy 3 HP] Set, 3:Enemy 3 HP
      <>Variable OP:[0006:Enemy 3 MP] Set, 3:Enemy 3 MP
      <>Fork Optn: 1:Enemy 1-ActionPsb
      <>Show Battle Anim.: Your scan anim, 1:Enemy 1(W)
      <>Messg:Enemy 1:\!
      : :HP: \V[1]/Max HP
      : :MP: \V[2]/Max MP
      <>Messg:Enemy weakness goes here
      :End Case
      <>Fork Optn: 2:Enemy 2-ActionPsb
      <>Show Battle Anim.: Your scan anim, 1:Enemy 1(W)
      <>Messg:Enemy Name:\!
      : :HP: \V[3]/Max HP
      : :MP: \V[4]/Max MP
      <>Messg:Enemy weakness goes here
      :End Case
      <>Fork Optn: 3:Enemy 3-ActionPsb
      <>Show Battle Anim.: Your scan anim, 1:Enemy 1(W)
      <>Messg:Enemy 3's Name:\!
      : :HP: \V[5]/Max HP
      : :MP: \V[6]/Max MP
      <>Messg:Enemy weakness goes here
      :End Case
      <>Change Switch: [0001:Scan used]-OFF Set
      <>

      That's all for the scanning tutorial!

    7. #202
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      لمن يهمه كيفية عمل ال COMBO ATTACK في المعركة فليقرأ هذا



      The Combo Attack System

      Okay, for all of those people out there who have tried to do this or have done this and wasn’t satisfied with the result, this is for you. Now this might not be what you’re looking or maybe you found a better way to do this but this works great for me.


      First thing is you have to do is make the skill:
      A. Go to the skills tab in the database increase the max field number to whatever you want, mine is up to two hundred.
      B. Make a name for your new combo skill and set the skill class as “switch” and check the battle box in the “Available at” section.
      C. Now make a switch for your combo skill, for the sake of argument call it “Combo1”.
      D. In the user message saying something like “(main hero’s name) starts a combo.”


      Second thing you need is to make the battle anim for your skill. (We’ll get to where to put it later.) The animation should show that the two combining characters are working together for the combo. It should show the characteristics of your combining heroes, (mine shows my main hero using a single sword strike and his combo partner using a two sword attack, being as he use the two sword style, you can do it any way ya want.) now that you’ve made your battle animation apply it and move to the next part.


      Third is to make the battle event: (now this may get complicated so I’ll take you thru it step by step)

      1. Go to a monster party (preferably one with a high hp 350--100)
      2. Make a new battle event page triggered by the new switch that you just made being “On”.
      3. Now make a variable that is based on your hero’s partner’s (the character that’s joining your hero for the combo) hp. Here’s how it should look: Variable Ch: [0036: (Character’s name) hp]Set, Char HP
      4. Now make a fork that’s based on that variable you just made. Why? Because you don’t want the event to go off and your party leader’s combo partner is dead, it looks stupid. Plus it makes it more interesting. Anyway, make the fork trigger if the combining character’s hp is certain percent and above. (I chose 26 and above) meaning the combo won’t work if the cc’s hp is 25% and under.
      5. Now in the fork with the cc hp being a certain amount and up, put a sound effect there to show that the combo is starting and a message like “[CC’s name] joins in.” and another message stating the attack being done.
      6. Now use that battle animation that you just made and set it to effect one enemy or all, depending on the amount in the monster party.
      7. Okay now for the damage, choose the change enemy hp slot and set it to whatever you want but nothing too big, you don’t want to make it cheesy. Also show a message saying how much damage the enemy receives.
      8. How do you stop you’re CC from attacking after or before the combo is started? Simple just choose or make a condition and have the cc condition changed to that. Now to make sure that the condition does last till next turn select “wait and set it 0.5 sec and then change the cc’s condition to normal again.
      9. Now to keep the event from looping, select change switch and set it to “comb1” off. Make another switch (something like next page or something) and turn it on. Now make a page that is triggered by that switch being on, so that the event will go to that page after it’s done.
      10. Now make another fork (under the first) based on the cc’s hp being a certain % and below and show a message saying the combo won’t go thru like “(cc’s name) is unable to join” then use the on switch off switch from the end of the last fork. Repeat this for all the people in the main hero’s party (not the hero) with the hp variable based on each and the change condition too.
      11. Now you can do this next step one of two ways, you could make this combo one of his skills or let him acquire it in a battle. The first one’s easy, just set it to a level. Here’s how the other way works. Make another page that is triggered after a certain number of turns. Then show a message saying the main hero gains a combo skill.
      12. Make a variable based on the amount of combos you party can use, which is three if you have a full four-man party.
      13. Now go to the change variable slot again and make a variable named “combochoice”, and make it random between 1-3. Set a number for each combo you’ve made: ex first combo 1 sec one 2etc.
      14. Make for fork based that variable triggered if the number of the combo is chosen. Now it’s time for a little confession here the event will still go thru even regardless of the combing characters condition, but here’s how to make it look good: after you the message show the your party leader got the skill, show another message saying that he heals the necessary cc’s condition. Ex: “ party leader helps cc1” or something like that. Then look at the monster party’s skill and see if they have any status effect then make a change condit to cancel it and there ya go. Do this for the cc of the combo that was chosen by the combo choice variable.


      At the end of it all you should have a battle event similar to this:

      Variable ch:[0036:CC1 hp] set, CC1 HP
      Fork Optn Varbl[0036:CC1 hp]-26abov
      Play SE (any one you choose)
      Messg: [CC1’s name] decides to join [party leader’s name]
      Messg: [Party leadr] and cc1 join for a combo!
      Show Battle Anim: (Whatever you called the battle anim) either one or whole group (W)
      Change Enemy’s HP: 1 or whole group (whatever number you chose) Decr.
      Messg: (enemy) lost ------- Hp1
      Condition: CC1-> Stop (example condition) Condition
      Wait: 0.5 s.
      Condition: CC1-> Stop (example condition) Cancel
      Change Switch: [combo1]-OFF Set
      Change Switch: [Next page] ON Set
      <>
      End Case
      Fork Optn Varbl [0036:CC1 hp]-25less
      Messg: Was unable to join!
      Change Switch: [combo1]-OFF Set
      Change Switch: [Next page] ON Set


      And the last page should look like this:
      Trigger: Turn No (what ever you choose)
      Messg: [partyleadr] learns a combo!
      Variable Ch: [0039 Combochoice] Set Randm [1*3]
      {Do this part for the other two cc in your party}
      Fork Optn: Varbl [0039 Combochoice]-1
      Change Skill: Party leadr- (comboskills name)-. Memory
      Messg: party leadr heals CC1!
      Condition CC1 (whatever condition) Cancel (repeat for each condition he could be suffering from)

    8. #203
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      Sideview or Front to Back View Battlesystem Tutorial



      Here's how to make your own Sideview or Front to Back Battlesystem like Globe's
      Newest Project, Secret of the Spirits. Follow this guide and have one kick-ass battle.
      PS: Read the WHOLE thing or you'll be confused.
      PPS: I ripped out the end stuff, please just e-mail me if you want to use it. No thanks
      necessary.

      Setting the Battle Arena Up
      -------------------------------------
      Step 1: Create New Map From Whatever Area You Are Battling In (Mine was called KnightBattle1)
      Step 2: Add your monsters (We'll use a knight as an example)
      Step 3: Add your Party Chars (NPCs Here) But don't add your main guy. He'll appear automatically
      Step 4: Name the NPC Party Members by their party name and the monster Knight (My party members will be Agrea, {the main} Akhar and Melee {NPCs} and your monster (Knight is mine)
      Step 5: Set up 2 blank events
      And now we are done with the map setup

      Setting up the Monster's HP/MP
      --------------------------------------------
      Step 1: Choose one of your blank events to edit
      Step 2: Set it at autostart with no conditions
      Step 3: Go to Change Variable
      Step 4: Set Max Field Number to 5000 (You'll need most of 'em)
      Step 5: Choose and Unused Variable
      Step 6: Choose set, ?HP (This means whatever its HP is, mine's 10)
      Step 7: Name the variable Knight1HP
      Step 8: Choose another Variable, set it to, hmm... 5 and name is Knight1MP
      Step 9: Change Switch
      Step 10: Set Max to 5000 (you'll need 'em again)
      Step 11: Name switch AfterSetupK1
      Step 12: Turn it on
      Step 13: Make a new, blank page, with something other than autostart activation with the condition that switch and leave it blank.

      Setting up the actual battle itself
      --------------------------------------------
      Step 1: Make 4 pages (2 if you don't mind your enemies doing the same thing over and over)
      Step 2: Set page 1 at autostart with conditions AfterSetupK1 switch
      Step 3: I'm just gonna put what the screen would look like to make it easy for me and you

      Page 1
      ---------
      MSG: It's ?HeroName's Turn!
      MSG: What will ?HeroName do?
      Choice: Attack, ?TechSkillSlotName, Item, Escape
      [Attack Case]
      Choice: ?Enemy1, ?Enemy2, ?Enemy3, ?Enemy4
      [?Enemy? Case]
      Set Hero Char Movement: ?MoveToEnemy
      Show Battle Anim: ?AtkAnim
      Change Variable: ?EnemyHP - Rand: ?DecrRang
      MSG: ?MonsterName has /V? HP left!
      Fork Conditions: Var ?EnemyHP Below 1
      [Case]
      Change Variable: ?BattleNameDefCounter + 1
      Change Switch: After $BattleName $Enemy Defeat On
      Fork Conditions: ?BattleNameDefCounter = ?EnemyNumber
      [Case]
      Change EXP Show Levelup MSG
      Change Switch: After $BattleName $Enemy Def Off
      Change Switch: AfterK1Setup Off
      Teleport: ?MapPosition
      [Excepting Case]
      [Excepting Case]
      Set Hero Char Movement: ?ReturnToSpot
      [End Case]
      [?TechSkillSlotName Case]
      Choice: ?Enemy1, ?Enemy2, ?Enemy3, ?Enemy4
      [?Enemy? Case]
      Choice: ?Skill1 ?Skill2, etc.
      [?Skill Case]
      Show Battle Anim: ?SkillAnim
      Change MP: Decrease ?SkillMPUse
      Change Variable: ?EnemyHP - Rang: ?DecrRang
      Fork Conditions: Var ?EnemyHP Below 1
      [Case]
      Change Variable: ?BattleNameDefCounter + 1
      Change Switch: After $BattleName $Enemy Def On
      Fork Conditions: ?BattleNameDefCounter = ?EnemyNumber
      [Case]
      Change EXP Show Levelup MSG
      Change Switch: After $BattleName $Enemy Def Off
      Change Switch: AfterK1Setup Off
      Teleport: ?MapPosition
      [Excepting Case]
      [Excepting Case]
      [End Case]
      [End Case]
      [End Case]
      [Item Case]
      Call System Menu
      [End Case]
      [Escape Case]
      Set Hero Char Movement: ?MoveToScrnEdge, ChangeGraphic ?BlankPic
      Set ?PartyMem1 Movement: ?MoveToScrnEdge, ChangeGraphic ?BlankPic
      Set ?PartyMem2 Movement: ?MoveToScrnEdge, ChangeGraphic ?BlankPic
      Teleport: ?MapLocation
      MSG: It's ?MonsterName's Turn to Attack!
      MSG: ?MonsterName does an attack!
      Take Damage (Everything Custom)
      MSG: ?HeroName took ?Damage damage.
      Change Switch: After ?BattleName Turn 1 Over
      [End Event]

      (You can just Copy/Paste stuff to the next page and the however many other pages. But, make sure to change
      the switches and make them conditional for the next round. Also, at the end of the last turn before the cycle
      restarts, take all the switches off and make sure you take old switches off at the end of the other turns.)

      Customization Key
      -------------------------
      ?HeroName - The Name of the Attacking Hero
      ?TechSkillSlotName - Attacking Character's Tech Skill Slot Name
      ?Enemy - The Enemy Name
      ? - Any Numbers at the End of A Name
      ?MoveToEnemy - The Movement Pattern that would be used to stand in front of target
      ?AtkAnim - Attacking Character's Weapon Anim
      ?EnemyHP - The Variable Representing your Target's HP
      ?DecrRang: The range of which HP with be decreased.
      ?BattleNameDefCounter - The variable that counts the number of enemies that have been killed in the battle
      ?EnemyNumber - The number of enemies fought in a battle
      ?MapPosition - Area where you came into battle. (Might want to save Variable when Hero Touch activates battle)
      ?ReturnToSpot - The movement pattern that would be used to return to the hero's spot
      ?Skill - Name of TechSkill to be used
      ?SkillAnim - The animation of the skill
      ?SkillMPUse - The amount of MP a skill uses
      ?PartyMem? - The NPC Char Name of a Party Member
      ?MonsterName - Name of Attacking Monster
      ?BattleName - The Name of the Currently Fought Battle
      ?Damage - The amount of damage given to your character.

      Extra Stuff
      ---------------
      You may want to Label the part of the map where you entered battle so you can use
      Go To Label instead of Teleport. I used Teleport because this battle was a boss
      kind of battle. Also, to clear this up, to make the encounter, you can use this event
      on your map. And, at the bottom, I'll show how to make a scan attack for this system.

      For a regular enemy...
      ------------------------------
      Random Movement, At Hero Touch

      Label Hero X-Y Coordinates.
      Teleport: (Wherever on your Battle Map)
      Change Switch: Start Monster1 Battle On

      Page 2: Stay Still, Autostart, Condition: Start Monster1 Battle

      Change Switch: Start Monster1 Battle Off
      Change Switch: After Monster1 Defeat On

      Page 3: Blank Pic, Stay Still, Any but autostart or parallel process. Condition: After Monster1 Defeat
      (Blank Page)

      For A Boss
      ---------------
      Stay Still, Push Key

      MSG: (Whatever trash talking there is)
      Teleport: (Wherever on your Battle Map)
      Change Switch: Start Monster1 Battle On

      Page 2: Stay Still, Autostart, Condition Switch Start Monster1 Battle

      Change Switch: Start Monster1 Battle Off
      Change Switch: After Monster1 Defeat On

      Page 3: Blank Pic, Stay Still, Any but autostart or parallel process. Condition: After Monster1 Defeat
      (Blank Page)

      Making A Scan Attack
      -------------------------------
      Change MP: Decrease 10
      MSG: Knight
      HP: /V? / 25 MP: /V? / 15
      Weaknesses: None
      Strengths: None

    9. #204
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      Making an Adventure/RPG Battle System For Your RPG Maker 2000 Game





      This tutorial is to make a game with an Adventure/RPG Battle System, but you can only have one character fight, you can not use a characters attack power, agility, and mindforce (for spells you cast), also it can get extremely confusing with the amount of switches and variables you need for each enemy
      I suguest you either dont have many enemies or you only use it on End Bosses or something
      Ill be using the latter in my game
      All that I ask if you use this to make an Adventure/RPG battle system in your game is that you give me some credit.

      Note: These instructions may be too advanced for those who are new to RPG Making, ASCIIs RPG Makers, or RPG Maker 200
      Note2: Whenever it says to flash the character the flash is at everything max with wait until done flashing on

      First place an NPC to be used as an enemy, I used a lion.
      Make 3 pages in the lion.

      On the first page have it activated by being touched by the hero.

      this will be where it hurts the player

      On the second have it activated by push key,
      and have the conditions as a variable called LionState be 1.

      this will be where the player hurts it

      On the third page have the picture blank
      and have it activated by anything other than AutoStart and have the condition as a switch called LionDead on.

      this (obviosly) is when the lion is dead

      On the 1st and 2nd pages have the movement as move toward player
      (This is so the lion moves towards the player)
      and the frequency at 8
      and the speed at 1/2 faster.
      (this speed is half the speed of the default speed for the player, i find this a good speed so the player can run away)
      and the priority type as Common Char Above

      for the 3rd page have it the same except random movement instead of follow player.
      and the priority type as Common Char Below

      next, make a new NPC called setmonsters.
      make the pic blank.
      set it to autostart. make 3 pages,
      the 3rd page is optional if you use the 3rd page, place the NPC in a place the player can not step on, but can be acessable by the PushKey command

      on the first page have it set a variable called LionHP to 20 (or what ever number you want the lion's HP to be)
      then have it set the switch LionLive to on and LionDead to off and a switch called MonstersSet to on

      leave the seond page blank but have the condition to the switch MonstersSet

      on the 3rd page (optional) have the pic as a stone or something like that.
      set the priority to Common Char Above
      set the start condition to PushKey
      set the conditions to the switch LionDead being on
      have this page do the same thing as page one (copy, paste)

      the 3rd page will restart the lion when you do the push button on it, it will only appear once the lion is dead

      make a new NPC called MonsterState
      have it set to Parallel Process
      have it change the variable LionState to 0
      wait 0.1 secs
      have it change the variable LionState to 1
      wait 0.1 secs

      what this does is switch between the lion being activated when you attack it and when it attacks you, this is necessary because you can not have 2 pages on the same NPC run at the same time.

      now, back to the lion

      on page one (the one with at hero touch)
      have it play the sound effect lion (or roar or another you find to sound good for the lion attacking)
      have it show the battle animation claw (or a different one) over the hero
      have it flash the hero for 0.4 seconds
      do a set char movement for the hero, frequency 8

      move speed up
      move speed up
      turn 180o
      move forward
      move forward
      turn 180o
      move speed down
      move speed down


      set ignore if cant be done

      what that will do is make the character fly backwards

      then do take damage for all party members
      i used:
      attack power 5
      Defense Effect 40%
      MindForce Effect 0%
      variance 5

      but you can use something else. the defense effect is highly recommended however, because this makes it that your armour will have some effect and for magic attacks the mindforce effect is highly recommended.

      on the 2nd page (the one with push key)
      play sound effect kill10 (or another one for attacking the lion)
      show battle animation sword1 (or a different one) over this event (do this event for obvious reasons)
      flash char this event for 0.4 seconds
      do a set char movement for this event, frequency 8

      set speed up
      set speed up
      set speed up
      set speed up
      turn 180o
      move forward
      move forward
      turn 180o
      set speed down
      set speed down
      set speed down
      set speed down


      set ignore if cant be done

      this nocks the lion back when attacked

      subtract a random number from LionHP i suguest between 3 and 7, thats what i have

      do a fork option with no excepting case and the condition LionHP below 1

      flash this event for 0.4 seconds twice (enter it in 2 times)
      play the sound effect monter1 (or another for when the lion dies)
      display a message saying how much experience and money you should receive i used 8 for both
      do change money increase 8 (or whatever number)
      and change experience increase 8 (or whatever number) and show the level up message
      set the switch LionLive to off set the switch LionDead to on
      then theres the End Case thing

      when you play your demo it should have a lion that will chase you who will hurt you if you walk into it or you try to attack it when its facing you and you can hurt it by attacking when its close but not facing you.

      Enjoy making your Adventure/RPG!

    10. #205
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      How to make a Worl Map like one of the Final Fantsay games.
      ----------------------------------------------------------------------

      Well most of you probably already know how to do this, but I just
      found out how, because I stopped useing RPG Maker 2000.
      Well now that I know I am gonna tell every one that does not
      know how to yet, and would like to learn how.
      WEll lets get started.

      Step 1. Making the World Map.
      ----------------------------------
      Okay, first you have to make a map. It does not have to look
      a certaint why, just make it look how you want.
      ( that was easy)

      Step 2. Setting up your enemies appearence place.
      ----------------------------------------------------------
      Okay, now that we have step 1 done, we go on to step 2.
      Now go to where all the maps are listed, which is on the bottom
      left corner of the screen. Right click on the worl map and
      choose "Create Area" and choose what monster will appear in that
      arean which will want to place them.
      Now choose "Set Area" and make a box around the Island or land form
      you would like to make the enemies appeare. When you are done,
      click on ok on both, "set area, and the create area."
      Now you have those monsters you have set in that area, you
      cna start seting up the other Island monsters, by doing the
      same process.

      Well that is it, only 2 really easy steps.

    11. #206
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      كيف تصنع :

      (1) a) Enemy Repel Item
      b) Moogle Charm Relic
      (2) Radar System
      (3) Jump command
      (4)Snowboarding Mini Game





      These are a few of the neat skills I have picked up along the way. I have decided to make a tutorial of my own to help others. You are going to need a decent foundation of variables, switches, common events, and set passwords. There are many great tutorials on Don's site to help you with those. This is my first tutorial, so bare with me.


      (1a) Enemy Repel Item

      This is a tutorial for making an item to repel enemies. This will also wear off after time. First, make an item called "Repel (or whatever you want)" Make this a switch item. Have it turn on switch "repel". Make a common event that is set to parallel process, and the conditions be switch "repel". Now for the commands, make it change the encounter rate. To totally eliminate the enemies set it to 0. To make it a lesser chance, make it a large number. Then, make it wait for as long as you want, then set the encounter rate back to how it was. Then, turn switch "repel" off. The code goes as follows:






      <>Encounter Rate: 0St
      <>Wait: 10.0s. ***Note: this can be changed***
      <> Encounter Rate: 25St ***Note: This can also be changed if the encounter rate in your game is different.***
      <>Change Switch: [####:repel]-OFF Set
      <>






      (1b) Moogle Charm Relic

      This will allow you to make an Accessory that acts as a moogle charm in FF6. In case you've never played FF6, this makes it so that when this item is equipped, there are no random battles. Make an item called "Moogle Charm" make it an "other" item. Now, make a common event set to parallel process. Make it require no switches. Have it set with a fork condition. Make sure the check box at the end is checked. Make it selected to "hero". Then click on ... Select "item", and then choose the item you want. Make the commands be to set the encounter rate to zero. Then, after excepting, make it set the encounter rate back how it was.





      <>Fork Option:Hero- Moogle Charm Equipment
      <>Encounter Rate: 0St.
      <>
      :Excepting Case
      <>Encounter Rate: 25St.
      <>
      :End Case
      <>








      (2) Radar System

      This will allow you make a radar system. This is very basic, and can easily be improved on. This makes the screen pulse between all black, and a green tint.
      This is set up to allow you to hit the escape key to activate this radar. First, create a parallel process event that sets the screen tone to normal.





      <>Set Screen ToneR100, G100, B100, S100),1.0sec(W)
      <>





      Next, make the command that allows you to activate it by the esc. Key. Make it parallel process. Make it enter password, and set it to the cancel key only. Now, under that, turn switch "radar" to On/Off.





      <>Enter Password: [####:radar]
      <>Change Switch: [####:radar]-ON/OFF Triger
      <>





      Then, make another event set to parallel process. Make this turn off the system menu.





      <>Disable System Menu: Disable
      <>





      Now, for the main part. The last item should be parallel process, and make the requirements for this event be switch "radar" Now, for the commands. Make it set the screen tone to totally black. Then make it wait for 0.7 sec. Then make it set the screen tone to a green tint. Then make it wait for another 0.5 sec.





      <>Set Screen ToneR000,G000,B000,S000),0.7sec(W)
      <>Wait: 0.7s.
      <>Set Screen ToneR000,G110,B000,S000),0.7sec(W)
      <>Wait: 0.5s.
      <>





      This should be all.







      (3) Jump Command

      This will use the set password command to let you jump. Make an event set to parallel process. Make a set password event set to the escape key, then a set hero movement. Make it start Jump, then move forward, then move forward, then end jump. That's it!!!!





      <>Enter Password: [####:jump]
      <>Set Chara's Movement: Hero , Start Jump , Forward , Forward , End Jump
      <>




      Simple!!!







      (4) Snowboarding mini game!!!


      This is easy. Just make a parallel process event that moves the hero down, and then waits for 0.2 sec. This is really easy. The code is:




      <>Set Chara's Movement: Hero , Down
      <>Wait: 0.2s.
      <>





      This makes the character just move down continuosly, but lets you move around. Make the character graphic for this portion of the game have his back graphic the same as his front graphic. This makes it look best. You can also program set passwords for tricks and stuff.

    12. #207
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      كيف تجعل شخصيتك تطير في خريطة العالم



      How to make your character fly on the world map.

      Well it took me a long time to figure this damn thing out, but after I realised what I was trying to do it was real easy.
      Ok all the Important stuff is in TEAL. Now, all I want to tell you all is that if you use this tutorial then please, please. Put my name in the credits.

      First,

      Access the database,
      Then go to "Skills", go to the bottom, see if there is an empty space.
      Now if there is none then click on "Max Field Number" and add an extra "1"

      Second,

      Name the Spell Fly,
      Make it a "Switch" under Classification, make it only usable in Field.
      Now Where it says "ON Switch" set the switch inside to "001:" After 001:it would normaly say Stronbox or something,
      at the bottom of thias box it will say "Name 001" with name underneath call it "Fly".

      Third,

      Now go to "Common Events" and make a new event.
      Call it "Fly/Land", where it says "Event Start Condition" Put in "Parralel Process".
      Now, in the "Events Command" Put in a "Fork Condition" Put the conditions "Switch, Select 001:Fly Set It To On"
      Unselect the Add Else Case.
      Now hit ok.
      Inside where it says "FORK Optn:switch[001:fly] - on"
      Insert a "Change Switch"
      Make a new switch called "002:fly/land" Set it to "ON/OFF TRIGGER"
      Now make another "Change Switch" that sets "Fly Off"

      Fourth,

      Now go to "Common Events" and make a new event.
      Call it "Fly", where it says "Event Start Condition" Put in "Parralel Process".
      Now, in the "Events Command" Put in a "Fork Condition" Put the conditions "Switch, Select 001:Fly/Land Set It To On"
      Unselect the Add Else Case.
      Now hit ok.
      Inside where it says "FORK Optn:switch[002:fly/land] - on"
      Make a "Move Event"
      When inside the "Move Event" box, click on the "Start Slip trough"
      Now click on the "Change Graphic..." Set the graphic in which you want your guy to look like when he is flying.
      Hit ok.

      Fifth,

      Now go to "Common Events" and make a new event.
      Call it "Land", where it says "Event Start Condition" Put in "Parralel Process".
      Now, in the "Events Command" Put in a "Fork Condition" Put the conditions "Switch, Select 001:Fly/Land Set It To Off"
      Unselect the Add Else Case.
      Now hit ok.
      Inside where it says "FORK Optn:switch[002:fly/land] - off"
      Make a "Move Event"
      When inside the "Move Event" box, click on the "End Slip trough"
      Now click on the "Change Graphic..." Set the graphic in which you want your guy to look like when he is walking around.
      Hit ok.

      Sixth,

      Now all you got to do is set your character witht the ability called Fly and you are done.
      Just go to "Hero" in the database and select your main character and set him to have fly by "Right Clicking"
      in the box where it says "skills" above it. Look for the spell "fly" and give it to your guy, on "level 1".

      Now when you are in the game you can fly at will on the world map.

    13. #208
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      كيف تصنع أداة ال AUTO REVIVE التي تجعل شخصيتك تتعافى تلقائياً عندما تموت



      Hello, reader. I've set up another simple tutorial to help you make your RM2K games more
      exciting. This one will deal with automatic reviving items ---ones that bring your heroes
      back to life if they should die in combat, such as the Reverse Doll in Star Ocean 2.

      First, create an item called "Reverse Doll" in your Item database, and set its type to
      "Other", so that it can be equipped by your users. Next, create a switch named
      "ReverseDollAlex" (I'm using the default character's name for the purpose of this
      tutorial), and make an equal number of switches that correspond to the number of people
      who can use this item. That means, if you have six people who can equip the Reverse Doll,
      then you should make six "ReverseDoll****" switches (**** being the name of the hero).

      For the third step, you'll need to use one of your Common Events. Create a new one called
      "Equipment Check". We'll need to use this function to see if your characters have the
      Reverse Doll Item equipped. Set its function to Parallel Process so that it constantly runs
      in the background. In the Equipment Check event, set up a Fork condition that checks to see
      if your character is equipped with the Reverse Doll, and make it turn on the
      "ReverseDoll****" switch if the hero is equipped, or turn it off if it is not equipped.
      The fork will look something like this:

      <>FORK Optn: Alex - Reverse Doll equipped
      <>Change Switch: [0001-ReverseDollAlex] - ON Set
      <>
      <>ELSE Case
      <>Change Switch: [0001-ReverseDollAlex] - OFF Set
      <>
      <>END Case

      As with the switches, create an equal number of fork conditions that correspond to the
      number of heroes who can use the item.

      And now, the final step - adding the Reverse Doll events to the battle menus. First, using
      a blank page, set the Trigger to be when the hero's HP reaches 0 (i.e. s/he has died).
      Now, create a Fork Condition that checks to see if the "ReverseDollAlex" switch is on.
      Inside that fork, you'll want to display a message that says something like
      "The Reverse Doll saved Alex's life, then fell to pieces." After that, remove the Dead
      condition from the affected character, recover his/her health fully, then remove the item,
      and finally turn the switch off. It'll look like this at the end:

      Trigger: Hero[Alex] HP[0]%

      <>FORK Optn: Switch [0001-ReverseDollAlex] - ON
      <>Messg: "The Reverse Doll saved Alex's life, then fell to pieces."
      <>Condition: Alex Dead Cancel
      <>Recover: Alex - Full Recovery
      <>Equipment: Alex - Other Empty (this function will remove the Reverse Doll)
      <>Add/Remove Item: Reverse Doll 1 Decr. (will remove the item from your inventory, since
      it has been used already)
      <>Change Switch: [0001-ReverseDollAlex] - OFF Set
      <>END Case

      Again, be sure to create an equal number of pages for each hero in your game (and don't
      forget to change the above information to match the next hero!).

      This should give you a functional Reverse Doll item, saving your heroes from utter death
      during a tough boss fight. There is one problem with this, however...you'll need at least
      two living party members for your Reverse Doll to work. Otherwise, when your last hero
      gets killed, you'll lose the battle and the game. It's a problem with the RPG Maker 2000
      engine that hasn't yet been fixed. Sorry...

    14. #209
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      كيف تصنع الضربة REFLECT التي تقوم بعكس الماجيك على العدو




      Today, I'm going to show you how to make a Reflect technique. This attack will protect your
      hero from physical attacks, and reflect damage upon the enemy! It's similar to the Reflect
      Damage Battle Skill in Vagrant Story.

      First, go to your Database and make a skill called "Reflect", setting its classification to
      "Switch". Make sure that only the Battle animation is clicked under the "Available at" box,
      since this is a combat-only skill. Now, under the ON Switch box, set it to a new switch called
      "ReflectCast". Create a hero for your party, and give him/her this skill.

      Second, make a party of monsters (it doesn't matter how many), and set it up in the Monster
      Party part of the Database. Copy and create a new blank page, so that you have two pages to
      work with. Now, on the SECOND page, set your trigger to activate when your hero uses the
      Reflect Skill. Inside this page, create a new variable called "HPBefore". This will check
      the HP when your hero casts the Reflect spell, and (hopefully) before your foes start
      pounding on you. After this, turn on a new switch called "ReflectActive" and, if you want,
      set a condition called "Reflect" (in the Conditions tab, just type in the word Reflect under
      the new skill, and leave everything else alone). Now, set a limit to how long your Reflect
      shield will stay active (three or four turns is sufficient), by making a new variable called
      "ReflectTurns", and then turn the "ReflectCast" switch off. Your completed page will look
      like this:

      Trigger: Switch[0001:ReflectCast - ON]

      <>Variable Ch. [0001:HPBefore] Set, Alex HP
      <>Change Switch: [0002:ReflectActive] - ON Set
      <>Condition: Alex -> Reflect Condition
      <>Variable Ch. [0002:ReflectTurns] Set, 3 (this will be a new variable)
      <>Change Switch: [0001:ReflectCast] - OFF Set

      Now, let's jump to our first page. We'll set this one to activate at the beginning of
      every turn by selecting Turn 1x as our trigger. Now, we'll make a big fork to see
      whether or not the ReflectCast Switch has been turned on (that is, our hero has cast the
      Reflect spell). After this, set a new variable called "HPAfter", to check what the hero's
      HP are after the attack. Next, we'll calculate how much damage will be done (if any) to
      the enemy by checking to see if HPAfter is lower than HPBefore. If so, then we can
      calculate another new variable, "ReflectDamage" by subtracting HPAfter from HPBefore.
      Once this is done, we can count down the number of turns that our Reflect spell will be
      in effect by one, and cancel it altogether if ReflectTurns reads 0; otherwise, we can
      set the HPBefore variable and start the counterattack process for the next turn. Your
      first page will look like this:

      Trigger: Turn[1x]

      <>FORK Optn: Switch [0002:ReflectActive] - ON
      <>Variable Ch. [0003:HPAfter] Set, Alex HP
      <>FORK Optn: Varbl [0003:HPAfter]-V[0001]less than
      <>Variable Ch. [0004:ReflectDamage] Set, Var. [0001] val.
      <>Variable Ch. [0004:ReflectDamage] -, Var. [0003] val.
      (you can fill the next few spaces with a custom algorithm if you want)
      <>Show Battle Animation: (anything you want), Whole Group
      <>Messg: The Reflect Shield dealt \v[4] HP damage to the enemies!
      <>Change Enemy's HP: 1:Slime HP V[0004] Decr.
      (repeat only this step for each enemy in your group)
      <>
      :END Case
      <>Variable Ch. [0002:ReflectTurns] -, 1
      <>FORK Optn: Varbl [0002:ReflectTurns]-0
      <>Change Switch: [0002:ReflectActive] - OFF
      <>Condition: Alex Reflect Cancel
      <>Messg: Alex's Reflect magic has faded.
      <>
      :ELSE Case
      <>Variable Ch. [0001:HPBefore] Set, Alex HP
      <>
      :END Case
      <>
      :END Case
      <>

      Now, when you go into combat, cast your Reflect spell. The hero's reflect barrier will absorb
      damage, and bring it back at the enemy party. You should take note that when using healing
      items, the effectiveness of the barrier may be reduced or nullified, depending on how high
      your HP are at the end of the turn.

    15. #210
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      و إن شاء الله تستفيدوا منها و راح أقدم لكم المزيد بإذن الله و أي سؤال أنا حاضر

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