It's baaaaaaaaaaaack. Post any useful scripts and/or script manipulation techniques you may have to make RPGM2 less of a drag for newcomers and veterans alike.
RELICS FROM THE ANCIENT PAVILION RUINS
Resize your characters, make them UNdeformed: By EZALB
This is the way to get nice looking charactor models that are not SD.
First go to Script Editor and create a new Script. Make sure it says contents on it and then continue to the event options. Heres the path you need to go to...
Members
Effects
*Size
Click on *Size it should be marked by a astrerik now go to where it says "members" and highlight the party member you wish to edit. Load him up and your ready to rock. For some reason it doesnt display your party member so simply highlight "Preview" and pick the model that matches your charactor.
Here is my UNSuper Deformed Model
NOTE:CAREFUL adjuding the attributes the models sizes are very sensitive to even the slightest change. These percenatages are also based off of the "Hero" model so other models may vary but you get the idea.
X-axis-110%
Y-axis-90%
Z-axis-140%
When increasing size make sure everything stays proportional.
After all this make sure you make all your size changes at the boot of the game.
Have fun!
Button Mapping: By Draygone
I figured out how to apply multiple uses of the [] button! Yay me! I'm sure there are others that have figured this out by now, but I'm gonna post this anyway.
1) Go to Hard Mode.
2) Go to Scripts > Scripts > Create New Data
3) Name your script something like "[] used". (Make a note about it if you want.)
4) Keep the Type of the script on Content, or change it. (I only tried this on Content, but it should work with the other options.)
5) In the script box, select Input Creations > Buttons
6) Keep it on Constant wait, or put in the F Wait (the latter being used if you want to limit the amount of time the player has to press the button).
7) Go to Script Branch > Condition
8) Mark Variable, and in the Variable list, select 004:User Button (this is the only one that will work for this process).
9) In the box with Variable and Fixed, select fixed. Set it to one of these numbers, depending on which button you want pressed:
-1: Nothing (if you gave the player a time limit to press the button)
O: Up
1: Down
2: Left
3: Right
4: Triangle
5: O
6: []
7: X
8: START
9: SELECT
10: L1
11: L2
12: L3 (press the left analog stick)
13: R1
14: R2
15: R3 (press the right analog stick)
10) Two new pieces of script appear:
Script Branch
Script: Condition End
In between those two, put what you want to happen if the button you want is pressed.
(This way, say you want the player to press [] a second time, so you want the variable to be set to 6. When the player presses that button, the variable will be set to 6, then the branch will do what you put in it.)
11) If you want more than one button option to be available (such as [] + O and [] + R1), repeat steps 7-10, setting the variable condition for the branch to work to a number corresponding the button you want to be pressed.
12) Update Data and Exit, and head back to the main menu.
13) Now go to Scripts > Events > Create New Data
14) Create a name for it, and a note if you wish.
15) Select the box right under name (by default it's Normal), and select System.
16) Go down to the box marked Apply, and select the script you just created in the steps above.
17) Update Data and Exit, and head back to the main menu.
18) Go to Game > Game Settings, and click on the Adv tab.
19) Click in the Settings tab, and go down to the box marked [] Button.
20) Select the event you just created in the steps above.
21) Update Data and Exit. You're done!
I've tested this, and it works. Now you're that much closer to creating a 3D platformer. But what if you wanted to use a button combination? Simple. Go back into the script editor, in the script you created.
A) In one or more of the branches, select Input Creation > Buttons, and set it to what you want.
B) Create a new branch, using the same variable condition as before (004:User Button)
C) Next select Script > Force Script End. Otherwise, one of the other branches might be triggered if they are triggered by the second button the player pressed.
Once again, Update Data and Exit. I've tested this as well, and it works. I believe that's it. Any questioins?
Oh, and I'm sorry if this was already posted in a different topic. I sort of went to this topic first-thing.
EDIT: I forgot to mention, the way this is set up, it can activate in any location, without there being an event on the map to trigger it. There's probably a way to use this feature to do something like press buttons on a door to unlock it (requiring the player to be at the event), but I ran out of time, so I couldn't try to figure it out.
Custom Victory Music: By MarkS99
For those who have been wondering just how the hell you make a custom victory music that doesn't play over the Dungeon/Overworld music as soon as a random battle/event battle ends, I've discovered the solution. And it's very simple too.
Note: You can do this by either loading up the Beginner or Normal mode data. Then you must switch over to Hard mode.
Here's how to do it:
Go to Scripts > Scripts > File 23-Enemy Defeated > Edit
When the Script Editor appears highlight the Script Editor window and press X. Then highlight Line 001 - Sound: Replay Saved, press X, and delete it. Then between Line 000 and Line 001 press X and choose Sound > SFX > (Choose Victory Music). The victory music should now be set on Line 001. Then Update Data and Exit to save the changes.
Next, go to Scripts > Scripts > File 25-Battle Success > Edit
When the Script Editor appears highlight the Script Editor window and press X. This time, scoll to the bottom and place the cursor line after Line 022 - Text: Close Message Window. Press X and choose Sound > Replay Saved. This should now be set on Line 023. This will play whatever previous music was playing just before the battle start upon exitting the battle. Now Update Data and Exit to save the changes.
And that's it! You now have custom victory music of your choosing, and it transitions to wherever you previously were before the battle perfectly with the BGM!
Creating Custom Music: By Judgem
To create custom music:
1) Create a Context script for each instrument part:
- Sound: SFX ... (Adjust Tempo to match the following Wait command)
- Other: Wait ...
- (repeat these steps for each note, or just the Wait command for rests)
2) Create an Action script for the music (all instrument parts put together):
- Script Branch: Repeat: Flag [FlagXXX] On (this flag can be any flag not yet used, and it will be on whenever it's ok to play the corresponding music)
- Script Control: Apply Together
- Script: Call ... (call an instrument part script created earlier)
- (repeat this last step for each instrument part)
- Script Control: Apply In Order
- Script: Branch End
3) Create a Page Condition Script for a music event:
- Script Branch: Condition: Flag [FlagXXX] On (same flag as earlier)
- Data: Flag: [Satisfy Page] On
- Script: Condition End
4) Create an Event for the music:
- Type: Normal
- Condition Type: Script
- Script: (The Page Condition script created earlier)
EDIT: I think I made things a little more complicated than they need to be. You could probably just put the flag directly as the page condition. But I'll leave it here as an example of how to use a page condition script.
- Model: -None-
- Motion: (The Action script created earlier)
- Start: (Doesn't matter, as there's no Apply script)
- Apply: -None-
5) Place the event somewhere on the map that you want the music to play in.
6) Go to the Graphics/World Organization/Script, and turn on the above FlagXXX in the Enter Map script.
Does anyone do it a different way? I have a small problem creating very short notes in the scripts in part one; I created another topic to ask for help on this. But basically, the problem is that when using a short Wait period, the note will carry on even when the next note starts.
I found a trick to have enemies do a special animation when they first enter the battle. Yeah, one might think it's simple, but only applying text to tell when the enemy enters is simple. But took me a half-hour to try to get an enemy to animate once then do its Wait animation. It either always just repeated its battle entry animation or skipped right to the Wait animation. Well, I figured it out, and I'm sharing it with you, just because I care that if I didn't mention this first and somebody else did people would think that I used information that someone posted. Anyway, here's how to do it.
1) First, create the animation in the Enemy Action editor. It can be as simple as it doing Action A once, or as complex as an enemy coming through a lightning-filled black hole.
2) Now, go to the script editor. Create a Content Script called Enemy Intro 2 (I'll explain why later).
3) Put in the command Script > Apply Together.
4) Put in the command Battle > Enemy > Enemy Action.
5) Set the action to the one that holds the enemy's intro animation. Uncheck "Enable Marker".
6) Put in Battle > Enemy > Default Enemy Action. This'll automatically apply the Wait animation for the enemy. (One could probably just select the Wait animation in Batte > Enemy > Enemy Action, but I couldn't get it to work that way.)
7) Update Data and Exit.
8) Create another script, called Enemy Intro 1. This is the actual script that will be used to start the enemy's intro.
9) Put in another Script > Apply Together command.
10) Go to Script > Call Script, and select Enemy Intro 2.
11) Update Data and Exit.
12) Go to the Event editor.
13) Create an Event called Enemy Intro, and set the type to System.
14) In the Apply Box below, select Enemy Intro 1.
15) Update Data and Exit.
16) Go to the Enemy editor, create a new enemy (or select one you already made).
17) Click on Adv > Directing.
18) In the box marked Battle Start, select the event you made (Enemy Intro).
You're done. I think I explained everything. Oh, but keep in mind, when the battle loads, the enemies have already started their Wait animations. So if you set their intro animations for them to appear from nowhere, you'll end up seeing them, they'll disappear, then fade in. I'm sure there's a way to make it so you can't see the enemies before you start the intro animation, but I haven't found out how.
Enemy Introduction Animations: By Draygone
I found a trick to have enemies do a special animation when they first enter the battle. Yeah, one might think it's simple, but only applying text to tell when the enemy enters is simple. But took me a half-hour to try to get an enemy to animate once then do its Wait animation. It either always just repeated its battle entry animation or skipped right to the Wait animation. Well, I figured it out, and I'm sharing it with you, just because I care that if I didn't mention this first and somebody else did people would think that I used information that someone posted. Anyway, here's how to do it.
1) First, create the animation in the Enemy Action editor. It can be as simple as it doing Action A once, or as complex as an enemy coming through a lightning-filled black hole.
2) Now, go to the script editor. Create a Content Script called Enemy Intro 2 (I'll explain why later).
3) Put in the command Script > Apply Together.
4) Put in the command Battle > Enemy > Enemy Action.
5) Set the action to the one that holds the enemy's intro animation. Uncheck "Enable Marker".
6) Put in Battle > Enemy > Default Enemy Action. This'll automatically apply the Wait animation for the enemy. (One could probably just select the Wait animation in Batte > Enemy > Enemy Action, but I couldn't get it to work that way.)
7) Update Data and Exit.
8) Create another script, called Enemy Intro 1. This is the actual script that will be used to start the enemy's intro.
9) Put in another Script > Apply Together command.
10) Go to Script > Call Script, and select Enemy Intro 2.
11) Update Data and Exit.
12) Go to the Event editor.
13) Create an Event called Enemy Intro, and set the type to System.
14) In the Apply Box below, select Enemy Intro 1.
15) Update Data and Exit.
16) Go to the Enemy editor, create a new enemy (or select one you already made).
17) Click on Adv > Directing.
18) In the box marked Battle Start, select the event you made (Enemy Intro).
You're done. I think I explained everything. Oh, but keep in mind, when the battle loads, the enemies have already started their Wait animations. So if you set their intro animations for them to appear from nowhere, you'll end up seeing them, they'll disappear, then fade in. I'm sure there's a way to make it so you can't see the enemies before you start the intro animation, but I haven't found out how.
2D Custom Graphic Editing Using Building and Dungeon Editors: By ValhallaRPG
As you know, unlike its predecessor, RPG Maker 2 don't have an Anime Maker nor an image editor - only import digital camera and screenshot feature. However it's possible to simulate a graphic editor by using the Dungeon and Building editor. In that case the blocks will represent pixels that you place on a big 32 x 32 "image grid".
Here's how it basically works:
1- Draw your image by using blocks with different textures in a dugeon. Use also buildings to make variations in colors. You then place those buildings in the dungeon (main image).
2- Create a script containing camera effects to set the camera in 90° at a very far distance so you can clearly see the 32 x 32 region during play test mode.
3- Place the script in an event and then apply it for the dungeon to start when entering dungeon.
4- Make your party member(s) invisible - no character models. That way they won't interfer with the image you wanna snap.
5- During game test, make a screenshot of your zoomed dungeon.
6- Save the image from the screenshot in the Image editor.
7- Enjoy.
Here's the steps more in-depth
1- Create a dungeon that will be used as the main image. You should use it as the main frame of your image. Use textured block to "draw" the "pixels". For example, use black textured blocks to make the contours. I recommend filling the sides and top of the blocks even if it seems like only the top will be visible after the camera zoom effect. It'll be also easier to work your image that way. Also, if your image has a dominant color, use the background color feature to fill it You'll save a lot of blocks that way. (Also, the background color will be easy to fill with shades of light by using transparent blocks in building that we'll see later) For my Dragon Warrior Slime, I used a blue background as the dominant color and black textured blocks to make the shape.
Using Buildings for your dungeon:
Althought there's a good choice of textures, you'll probably lack in variety of colors. In that case you can use buildings to draw different regions of your image with different colors. How? In the Building editor in the Custion Dialog box section, you can change the color property of the building. By default, it's grey (neutral). Use the Lower Texture #28. (default texture when entering edit mode) This texture adapts well to the specified building color. You should enter your Dungeon in the database to refer to it when editing your blocks.It'll make your design time easier. One of my buildings is simply the mouth part of the Slime image. I changed the color to red in the Custom Building properties.
Making shades of colors:
Remember when we used a background color in the dungeon editor as the main color for the image? By using buildings, it's possible to alter the shades of this background color. Let's take again the DW Slime example. On the left part of the slime I wanted to have a white light that reflected to give some volume. So I made different buildings with different white blocks regions to cover the slime. Each building has a different percentage of transparency in the Custom properties. So with the slime it gives different shades of blue. You can also darken you background with a transparent black block building. Or use transparent colored buildings to make other shades of color.
As you draw, you may want to see the final result with all the building parts ("drawing regions") in your dungeon. So edit the Object Placement and then follow the next steps to be able to view your image in play test mode.
2- Script for camera effects:
To get a good screenshot, you'll have to adjust the camera settings to act as if you were in a graphic editor, not as a playable dungeon. Create a "Content" script and enter the following commands:
000 Camera Vertical Angle = +90 0F
001 Camera Distance = 1000 0F
002 Camera Viewpoint Height = +1000 0F
003 Screen Effect: Mask(122, 70)~(382, 370) Color Black 0F
The first line is a camera effect to have the camera look down at 90 degrees. The second and third are camera effects for raising the camera's height. The fourth line is optional. It's to mask the surroundings outside the 32 x 32 dungeon. Depending of what you want and the graphic size, you'll may want to adjust the camera distance and mask effect. These settings are just a suggestion. Save the script and go in the Event editor.
3-Create a "System" event and put the previous script in the Apply section. Save and exit. In the World Organisation editor, make the assembly of the dungeon and object placement. Since we made a System event, you can put it in the section where it will start when you enter the dungeon. (I don't remember the exact name) Exit the World Organisation editor.
4- Make your party member(s) invisible - no character models. That way they won't interfer with the image you wanna snap. Also make you party start in the proper "image" dungeon and put tem at the center of your image to save time in test play mode.
5- You're now ready to play test your image. During game test, make a screenshot of your zoomed dungeon. If you're not satisfied, then go make modification to the corresponding dungeon and buildings. At least your "Zoom camera" script is made.
6- Save the image from the screenshot in the Image editor.
7- Enjoy.
This drawing method can be quite tricky at first, but at least it gives you some possibilities to draw your custom graphics, apart from the digital camera feature. You could also use Maps instead of dungeons to draw.
***
Now the problem you'll face is that this method uses a lot of dungeon and building memory that you'll want to keep for RPG purpose instead of custom graphics. And even if you're done with the source dungeon and buildings and made your screenshot, you'll probably want to keep them for further updates on your images. The solution is simple. Create a totaly different file on your memory card just for these "custom graphics editors". Once you make the screenshot that you want to keep, save your RPG Maker2 data used for custom graphics. To load your other RPG Maker2 data (The one with your game progress) you'll have to delete all the current data. Don't worry, you don't have to delete the snapshot saved in the clipboard. You'll be asked this question: "Do you wish to delete Screenshot Image Data as well?". Answer NO and you'll be able to use your screenshot with other RPG Maker2 data!
BTW, a dungeon has a 32x32 grid and a limit of 1024 blocks. 32 * 32 = 1024. So you should have enough blocks for your custom image.
If you want to make bigger custom images than 32 x 32, you can adjust multiple image parts together with the Special effect editor.
Hope you find this trick useful.
Creating Doors That Work Without The Use of Variables: By Giels
First, make an object model of the doors you want to use.
You'll want to make 2 scripts.
Script 1
Change TYPE to ACTION
->Events>Effects>Single Action. Select Model to Object and None. Change speed to 0.
Script 2
TYPE = CONTENT
->Events>Effects>Single Action. Select Model to Object and None, check disable motion after action, and set Speed to 100.
->Events>Movement>Bypass Members. Set to YES.
Now, time to make the event. Go to the event editor and make a new event.
TYPE = NORMAL
DISPLAY TYPE = OBJECTS
DISPLAY MODEL = DOORS
MOTION = Set to Script 1
START = Touch and -None-
APPLY = Set to Script 2
Now place the event. You can place as many as you want on the same map and they will all open seperately. You can also add your sound effects to Script 2.
(Almost) Real Timer & Events Moving Simultaneously: By Shawnforbes
Okay, so I experimented with a few things and came up with a solution for two problems.
1. (Almost) Real time timer.
2. (Almost) Dual action event.
3. Activate Event From Specific Direction
Here's what you do:
(ALMOST) REAL TIME TIMER
1. Create an ACTION script: Name it "TIMER".
2. Input the following:
TEXT BOX: 3
WAIT 30 F (Note: 30 F = 1 second)
CLOSE TEXT BOX
TEXT BOX: 2
WAIT 30 F
CLOSE TEXT BOX
TEXT BOX: 1
WAIT 30 F
CLOSE TEXT BOX
TEXT BOX: 0
DATA>FLAGS>FLAG X ON
WAIT 10 F (Note: This is optional - only so the player will see "0" before it's removed.)
CLOSE TEXT BOX (Note: This is also optional, as I will explain later.)
(Feel free to add as much time as you wish, I just use 3 seconds as an example.)
3. Create a CONTENT script: Name it "WIN/LOSE"
4. Input the following script (which is use for example only, you can use whatever you want):
SCRIPT BRANCH>CONDITION>FLAG X ON
DATA>FLAGS>FLAG X OFF
SCREEN DISPLAY>TEXT>MESSAGE "YOU LOSE!"
PARTY>TELEPORT>WARP>LOCATION (pick a location you want the party to move to)
CONDITION END
SCRIPT BRANCH>CONDITION>FLAG X OFF
CLOSE TEXT BOX (Note: Optional - this would close the ACTION text box from before if it hasn't already been closed.)
SCREEN DISPLAY>TEXT>MESSAGE "YOU WIN!"
EVENT>EFFECTS>DISPLAY OFF (Note: This is just so that you will actually SEE the results.)
DATA>FLAGS>FLAG Y ON
CONDITION END
5. Create an EVENT: Name it "TIMER&WIN/LOSE" and select any model (Note: Again, this is just so that you actually SEE the results.)
6. Place "TIMER" in the MOTION option.
7. Place "WIN/LOSE" in the APPLY option.
8. Set START to TOUCH (or whatever you want).
9. Add a second page with no graphic and set the page condition as FLAG Y ON
10. Place your event on the dungeon/world map that you want it.
11. Test play.
If you've followed this, what'll happen is that the timer will count down to zero and stop. Now, if you touch it BEFORE it gets to zero it'll say "YOU WIN!" then it'll disappear. However, if you touch it AFTER it gets to zero it'll say "YOU LOSE" and warp you to whatever location you picked.
This could also be done with variables, and adding a few more conditions could cause your event to do different things depending on what veriable the ACTION script has reached. (Eg. The variable could be preset to 3 and subtract 1 for every second that passes. Then the conditions of the WIN/LOSE event could be different for every variable/second. Making sure to take into consideration that you don't want the event to activate the LOSE condition before the timer gets to 0 - you may want to substitute the FLAG you used in the appropriate place within the script.)
BTW - I tried many different ways to get the event to activate automatically (without having to press SQUARE then CIRCLE), but none of them worked. If someone else finds a way, I'm very interested to know.
EVENTS MOVING SIMULTANEOUSLY
So, I finally managed to firgure out how to move two (or more) events in the same (or different) direction at the same time, within a content script.
Here's how it works:
1. Create an EVENT: Name it "MOVE1" and select a model.
2. Create an EVENT: Name it "MOVE2" and select a model.
3. Create an EVENT: Name it "COMBINED", don't use any graphic and set the START as AUTO. (This is just so you'll see the results.)
4. Place "MOVE1", "MOVE 2" and "COMBINED" on the dungeon/world map that you want them to be on. (Optional - can be done later.) Just make sure that "MOVE1" and "MOVE2" are where you want them to start, it doesn't matter where "COMBINED" is placed.
5. Create a CONTENT SCRIPT: Name it "CONTROL A"
6. The Script should read:
EVENTS>CONTROL>CHANGE>"MOVE1"
EVENTS>MOVEMENT>Move the event however you want it to move.
7. Repeat 5 & 6: Name the script "CONTROL B" and change EVENTS>CONTROL>CHANGE>"MOVE1" to EVENTS>CONTROL>CHANGE>"MOVE2".
8. Create another CONTENT SCRIPT: Name it "COMBINE"
9. The script should read:
SCRIPT>APPLY TOGETHER
SCRIPT>CALL SCRIPT>"CONTROL A"
SCRIPT>CALL SCRIPT>"CONTROL B"
10. Go back to "COMBINE" event and add "COMBINE" into the APPLY option.
11. Test play.
If you've followed this, what'll happen is that the two events that you placed on the map will move (at the same time) to wherever you wanted them to go.
This can aslo be combined with text, player movement, camera movements and some more things too (I'm sure):
A. Allowing for the camera to zoom in/out (whatever) while the events are moving.
B. Waiting a certain amount of time before saying a message.
C. Having the event(s) move while the party moves as well.
Lastly, since you can control the members of your party individually, you could also have the party members move off in different directions while the events are moving too.
Pickpocketing: By WilliamKirk
An extremely easy way to do this(possible in RPGM1 too) is make it so when you talk to people you get a 2-Way Choice to either talk to the event or steal from the event. Then you just use a script branch and a flag to make it so you can only steal once. And on top of that you could make it so when you steal you have a __% of stealing this or a __% of stealing that or a __% of stealing nothing.
Random Weather Script: Posted By WilliamKirk; Credit Chocobo Knight Reika
Script Branch : Repeat : Flag "Off (Fixed)" = Off
Script Branch : Condition : Variable "Weather" </= +50
Other : Wait 500F
Script Branch End
Script Branch : Condition : Variable "Weather" > +50
Script Branch : Condition : Variable "Weather" </= +80
Screen Effect : Weather (Rain) Strength = 20%
Other : Wait 500F
Script Branch End
Script Branch : Condition : Variable "Weather" > +80
Screen Effect : Weather (Rain) Strength = 100%
Screen Effect : Weather (Clouds) Strength = 100%
Sound : World "Rain" Volume = 100
Other : Wait 500F
Script Branch End
Script Branch End
Sound : World "-None-"
Screen Effect : Default (Weather)
Data Varible : "Weather" = (+1) ? (+100)
Script Branch End
"With this script you have a 50% change of clear weather, a 30% chance of light rain, and a 20% chance of heavy rain.
Change the #s and weather patterns to anything you'd like. If you want more patterns just add more conditions. Oh yeah, and this should be an action type script."
MP Cost & Spell Damage by % Value: By WilliamKirk
If you put this in a script called up by the spell it'll work just fine:
(variable#1 * variable#3) = variable#4
variable#4 / variable#2 = MP Cost or Spell Damage
variable#1 would be different per spell(don't have it exceed 100 as it is in essence a percentage)
variable#2 would always be 100(to make variable#1 a percentage)
variable#3 would always be equal to the casters max MP
variable #4 would just be a variable to transfer the data of the other variables without changing them
**BlueSenshi Note: To deduct the MP from the Caster, just use the sample Script that deals with MP consumption. As long as your characters are set up properly, it should work, even in a CBS.**
Random Item Generation: By Dungeon Warden
The easiest way to generate a randon item is to set up a variable to generate a number from the first item to the last item.
For example; if item 15 to 20 were all random prize items (note: numbers are assigned when you make the item), you would generate a number from 15 to 20 using Data > variable:
Var ??? (any unused variable) = 15 ? 20
Then you would load the data of the character you wanted to give the prize to. Do this by setting var 086: Member number to the number of the party member (this is the character number in the character creation list, not the characters position). data > member info > load. check variables 117 - 128 using a branching script command. These contain the items the player is caring. If any variable contains a -1, the character does not have an item in that slot. If all the variables are full, you can print a message saying the character can't hold any more items. Otherwise, change the variable of the first slot that contains a -1 to the number randomly generated. Use data > member info > save and the character will now be carring the item.
Talking or Examining at the Same Time: By Giels
WARNING: This is for more advanced users because you'll also have to edit the 'System Errors' script.
1. To start, edit the System Errors script. Delete lines 001-015 or edit the wording to make it say, "Entered Talk Mode" or "Entered Examine Mode".
2. Create a script for your event. I will call this script "DualScript".
000-Script Branch>Variable>01System Generate=0?
001-Text>enter your talking text here.
002-Script End
003-Script Branch>Variable>01System Generate=4?
004-Text>enter your examination text here.
005-Script End
3. Make an event like normal, Make sure the Start say TOUCH and none. Change apply to your "DualScript".
4. Place your event and voila!
NOTES
This system is not perfect. System Generate variable is what the game uses for identifying errors. 0 is the default. So at the start of the game, all you have to do is touch the event and it will display your 'talk' command. To get it to search, press X to bring up the menu and select 'Look'. As long as there is not an event in front of you that has it's start set to 'Examine', you'll get an error 4(if you deleted line 001-015 then nothing is displayed, if you edited the script then it will say "entered examine mode") Now whenever you touch the event, it will search it. Also, if you trigger any other System Generate error(for example, if you try to use an item from a member who has no item, then system generate changes to 16.) If System Generate does not equal 0 or 4, then when you touch that event, it will not do anything at all.
Permanently Change Party Graphics: By Cloud the HUmar
First Go to game>Game Settings>go to the "ADV" tab and click on settings. See the enter map and exit map system events? that's what we'll be messing with.
Alright, go to Scripts>Scripts>Select the Enter Map script, copy and paste it. Now enter the newly pasted script, and between 000 and 001 go to members>effects>choose model and make the change.
Next, go back to effects again and select color, then change the color to the model you want. Now, go to events>go and select "Enter Map"and make a new page, apply that script that you just changed, and put up a flag.
This trick is useful if your character grows up or undergoes a transformation that is permanent.
Boss Battles: By Cloud the HUmar
If you played Fu-Ma and made it to the end (or if you cheated by loading it from edit game and warped to the ending battle) you will notice that when you kill the end boss, it doesn't display the text "(Monster's Name) is dead!". Well, here's how. Go to Events and hunt down the event that says "Enemy Defeated". Once you've found it, make a new page and assign a flag to it. Now, before the event battle begins, use that flag to turn the event off, then after the battle turn that flag you used off to make things normal again. You could probably use this with the event "Party Defeated" to make a fixed battle.
Vibration in Battle: By Cloud the HUmar
First, go to "Other">Controller Vibration.
Next, go into Scripts and look for the script "Normal Damage|Member Directing|"
Finally, go into it and set the vibation script after the SFX.
Custom Music Sample: By Lilly of Tinto
Here's an example, try it out for kicks. (its only the first intro measure, the melody comes in at measure 3, using the flute SFX)
Measure 1 looks like this (Note: All the tempos of the SFX = 15):
script>apply together
sound>sfx>ocarina vol=20 pitch=+4
sound>sfx>harp v=30 p=+4
sound>sfx>guitar1 v=20 p=+11
sound>sfx>bass v=40 p=-3
Other>Wait=24F
script>apply inorder
script>apply together
sound>sfx>orcania v=40 p=+4
sound>sfx>harp v=50 p=+2
sound>sfx>guitar1 v=40 p=+11
sound>sfx>bass v=60 p=-3
other>wait=24F
script>apply inorder
script>apply together
sound>sfx>orcania v=45 p=+7
sound>sfx>harp v=55 p=+1
sound>sfx>guitar 1 v=45 p =+11
sound>sfx>bass v=65 p=-3
other>wait=12F
script>apply inorder
script>apply together
sound>sfx>orcania v=20 p=+7
sound>sfx>harp v=30 p=+1
sound>sfx>guitar1 v=20 p=+9
sound>sfx>bass v=40 p=-3
other>wait=36
script>apply together
Repeat this twice and you have the first two measures.
According to the sheet music I have the first four notes go from quiet to loud to quiet in, thus the differences in volume. Listen and you'll hear the difference. Its complicated, but just like the rest of RPG Maker 2 its easy once you get the hang of it.
RELICS FROM THE ANCIENT PAVILION RUINS
Resize your characters, make them UNdeformed: By EZALB
This is the way to get nice looking charactor models that are not SD.
First go to Script Editor and create a new Script. Make sure it says contents on it and then continue to the event options. Heres the path you need to go to...
Members
Effects
*Size
Click on *Size it should be marked by a astrerik now go to where it says "members" and highlight the party member you wish to edit. Load him up and your ready to rock. For some reason it doesnt display your party member so simply highlight "Preview" and pick the model that matches your charactor.
Here is my UNSuper Deformed Model
NOTE:CAREFUL adjuding the attributes the models sizes are very sensitive to even the slightest change. These percenatages are also based off of the "Hero" model so other models may vary but you get the idea.
X-axis-110%
Y-axis-90%
Z-axis-140%
When increasing size make sure everything stays proportional.
After all this make sure you make all your size changes at the boot of the game.
Have fun!
Button Mapping: By Draygone
I figured out how to apply multiple uses of the [] button! Yay me! I'm sure there are others that have figured this out by now, but I'm gonna post this anyway.
1) Go to Hard Mode.
2) Go to Scripts > Scripts > Create New Data
3) Name your script something like "[] used". (Make a note about it if you want.)
4) Keep the Type of the script on Content, or change it. (I only tried this on Content, but it should work with the other options.)
5) In the script box, select Input Creations > Buttons
6) Keep it on Constant wait, or put in the F Wait (the latter being used if you want to limit the amount of time the player has to press the button).
7) Go to Script Branch > Condition
8) Mark Variable, and in the Variable list, select 004:User Button (this is the only one that will work for this process).
9) In the box with Variable and Fixed, select fixed. Set it to one of these numbers, depending on which button you want pressed:
-1: Nothing (if you gave the player a time limit to press the button)
O: Up
1: Down
2: Left
3: Right
4: Triangle
5: O
6: []
7: X
8: START
9: SELECT
10: L1
11: L2
12: L3 (press the left analog stick)
13: R1
14: R2
15: R3 (press the right analog stick)
10) Two new pieces of script appear:
Script Branch
Script: Condition End
In between those two, put what you want to happen if the button you want is pressed.
(This way, say you want the player to press [] a second time, so you want the variable to be set to 6. When the player presses that button, the variable will be set to 6, then the branch will do what you put in it.)
11) If you want more than one button option to be available (such as [] + O and [] + R1), repeat steps 7-10, setting the variable condition for the branch to work to a number corresponding the button you want to be pressed.
12) Update Data and Exit, and head back to the main menu.
13) Now go to Scripts > Events > Create New Data
14) Create a name for it, and a note if you wish.
15) Select the box right under name (by default it's Normal), and select System.
16) Go down to the box marked Apply, and select the script you just created in the steps above.
17) Update Data and Exit, and head back to the main menu.
18) Go to Game > Game Settings, and click on the Adv tab.
19) Click in the Settings tab, and go down to the box marked [] Button.
20) Select the event you just created in the steps above.
21) Update Data and Exit. You're done!
I've tested this, and it works. Now you're that much closer to creating a 3D platformer. But what if you wanted to use a button combination? Simple. Go back into the script editor, in the script you created.
A) In one or more of the branches, select Input Creation > Buttons, and set it to what you want.
B) Create a new branch, using the same variable condition as before (004:User Button)
C) Next select Script > Force Script End. Otherwise, one of the other branches might be triggered if they are triggered by the second button the player pressed.
Once again, Update Data and Exit. I've tested this as well, and it works. I believe that's it. Any questioins?
Oh, and I'm sorry if this was already posted in a different topic. I sort of went to this topic first-thing.
EDIT: I forgot to mention, the way this is set up, it can activate in any location, without there being an event on the map to trigger it. There's probably a way to use this feature to do something like press buttons on a door to unlock it (requiring the player to be at the event), but I ran out of time, so I couldn't try to figure it out.
Custom Victory Music: By MarkS99
For those who have been wondering just how the hell you make a custom victory music that doesn't play over the Dungeon/Overworld music as soon as a random battle/event battle ends, I've discovered the solution. And it's very simple too.
Note: You can do this by either loading up the Beginner or Normal mode data. Then you must switch over to Hard mode.
Here's how to do it:
Go to Scripts > Scripts > File 23-Enemy Defeated > Edit
When the Script Editor appears highlight the Script Editor window and press X. Then highlight Line 001 - Sound: Replay Saved, press X, and delete it. Then between Line 000 and Line 001 press X and choose Sound > SFX > (Choose Victory Music). The victory music should now be set on Line 001. Then Update Data and Exit to save the changes.
Next, go to Scripts > Scripts > File 25-Battle Success > Edit
When the Script Editor appears highlight the Script Editor window and press X. This time, scoll to the bottom and place the cursor line after Line 022 - Text: Close Message Window. Press X and choose Sound > Replay Saved. This should now be set on Line 023. This will play whatever previous music was playing just before the battle start upon exitting the battle. Now Update Data and Exit to save the changes.
And that's it! You now have custom victory music of your choosing, and it transitions to wherever you previously were before the battle perfectly with the BGM!
Creating Custom Music: By Judgem
To create custom music:
1) Create a Context script for each instrument part:
- Sound: SFX ... (Adjust Tempo to match the following Wait command)
- Other: Wait ...
- (repeat these steps for each note, or just the Wait command for rests)
2) Create an Action script for the music (all instrument parts put together):
- Script Branch: Repeat: Flag [FlagXXX] On (this flag can be any flag not yet used, and it will be on whenever it's ok to play the corresponding music)
- Script Control: Apply Together
- Script: Call ... (call an instrument part script created earlier)
- (repeat this last step for each instrument part)
- Script Control: Apply In Order
- Script: Branch End
3) Create a Page Condition Script for a music event:
- Script Branch: Condition: Flag [FlagXXX] On (same flag as earlier)
- Data: Flag: [Satisfy Page] On
- Script: Condition End
4) Create an Event for the music:
- Type: Normal
- Condition Type: Script
- Script: (The Page Condition script created earlier)
EDIT: I think I made things a little more complicated than they need to be. You could probably just put the flag directly as the page condition. But I'll leave it here as an example of how to use a page condition script.
- Model: -None-
- Motion: (The Action script created earlier)
- Start: (Doesn't matter, as there's no Apply script)
- Apply: -None-
5) Place the event somewhere on the map that you want the music to play in.
6) Go to the Graphics/World Organization/Script, and turn on the above FlagXXX in the Enter Map script.
Does anyone do it a different way? I have a small problem creating very short notes in the scripts in part one; I created another topic to ask for help on this. But basically, the problem is that when using a short Wait period, the note will carry on even when the next note starts.
I found a trick to have enemies do a special animation when they first enter the battle. Yeah, one might think it's simple, but only applying text to tell when the enemy enters is simple. But took me a half-hour to try to get an enemy to animate once then do its Wait animation. It either always just repeated its battle entry animation or skipped right to the Wait animation. Well, I figured it out, and I'm sharing it with you, just because I care that if I didn't mention this first and somebody else did people would think that I used information that someone posted. Anyway, here's how to do it.
1) First, create the animation in the Enemy Action editor. It can be as simple as it doing Action A once, or as complex as an enemy coming through a lightning-filled black hole.
2) Now, go to the script editor. Create a Content Script called Enemy Intro 2 (I'll explain why later).
3) Put in the command Script > Apply Together.
4) Put in the command Battle > Enemy > Enemy Action.
5) Set the action to the one that holds the enemy's intro animation. Uncheck "Enable Marker".
6) Put in Battle > Enemy > Default Enemy Action. This'll automatically apply the Wait animation for the enemy. (One could probably just select the Wait animation in Batte > Enemy > Enemy Action, but I couldn't get it to work that way.)
7) Update Data and Exit.
8) Create another script, called Enemy Intro 1. This is the actual script that will be used to start the enemy's intro.
9) Put in another Script > Apply Together command.
10) Go to Script > Call Script, and select Enemy Intro 2.
11) Update Data and Exit.
12) Go to the Event editor.
13) Create an Event called Enemy Intro, and set the type to System.
14) In the Apply Box below, select Enemy Intro 1.
15) Update Data and Exit.
16) Go to the Enemy editor, create a new enemy (or select one you already made).
17) Click on Adv > Directing.
18) In the box marked Battle Start, select the event you made (Enemy Intro).
You're done. I think I explained everything. Oh, but keep in mind, when the battle loads, the enemies have already started their Wait animations. So if you set their intro animations for them to appear from nowhere, you'll end up seeing them, they'll disappear, then fade in. I'm sure there's a way to make it so you can't see the enemies before you start the intro animation, but I haven't found out how.
Enemy Introduction Animations: By Draygone
I found a trick to have enemies do a special animation when they first enter the battle. Yeah, one might think it's simple, but only applying text to tell when the enemy enters is simple. But took me a half-hour to try to get an enemy to animate once then do its Wait animation. It either always just repeated its battle entry animation or skipped right to the Wait animation. Well, I figured it out, and I'm sharing it with you, just because I care that if I didn't mention this first and somebody else did people would think that I used information that someone posted. Anyway, here's how to do it.
1) First, create the animation in the Enemy Action editor. It can be as simple as it doing Action A once, or as complex as an enemy coming through a lightning-filled black hole.
2) Now, go to the script editor. Create a Content Script called Enemy Intro 2 (I'll explain why later).
3) Put in the command Script > Apply Together.
4) Put in the command Battle > Enemy > Enemy Action.
5) Set the action to the one that holds the enemy's intro animation. Uncheck "Enable Marker".
6) Put in Battle > Enemy > Default Enemy Action. This'll automatically apply the Wait animation for the enemy. (One could probably just select the Wait animation in Batte > Enemy > Enemy Action, but I couldn't get it to work that way.)
7) Update Data and Exit.
8) Create another script, called Enemy Intro 1. This is the actual script that will be used to start the enemy's intro.
9) Put in another Script > Apply Together command.
10) Go to Script > Call Script, and select Enemy Intro 2.
11) Update Data and Exit.
12) Go to the Event editor.
13) Create an Event called Enemy Intro, and set the type to System.
14) In the Apply Box below, select Enemy Intro 1.
15) Update Data and Exit.
16) Go to the Enemy editor, create a new enemy (or select one you already made).
17) Click on Adv > Directing.
18) In the box marked Battle Start, select the event you made (Enemy Intro).
You're done. I think I explained everything. Oh, but keep in mind, when the battle loads, the enemies have already started their Wait animations. So if you set their intro animations for them to appear from nowhere, you'll end up seeing them, they'll disappear, then fade in. I'm sure there's a way to make it so you can't see the enemies before you start the intro animation, but I haven't found out how.
2D Custom Graphic Editing Using Building and Dungeon Editors: By ValhallaRPG
As you know, unlike its predecessor, RPG Maker 2 don't have an Anime Maker nor an image editor - only import digital camera and screenshot feature. However it's possible to simulate a graphic editor by using the Dungeon and Building editor. In that case the blocks will represent pixels that you place on a big 32 x 32 "image grid".
Here's how it basically works:
1- Draw your image by using blocks with different textures in a dugeon. Use also buildings to make variations in colors. You then place those buildings in the dungeon (main image).
2- Create a script containing camera effects to set the camera in 90° at a very far distance so you can clearly see the 32 x 32 region during play test mode.
3- Place the script in an event and then apply it for the dungeon to start when entering dungeon.
4- Make your party member(s) invisible - no character models. That way they won't interfer with the image you wanna snap.
5- During game test, make a screenshot of your zoomed dungeon.
6- Save the image from the screenshot in the Image editor.
7- Enjoy.
Here's the steps more in-depth
1- Create a dungeon that will be used as the main image. You should use it as the main frame of your image. Use textured block to "draw" the "pixels". For example, use black textured blocks to make the contours. I recommend filling the sides and top of the blocks even if it seems like only the top will be visible after the camera zoom effect. It'll be also easier to work your image that way. Also, if your image has a dominant color, use the background color feature to fill it You'll save a lot of blocks that way. (Also, the background color will be easy to fill with shades of light by using transparent blocks in building that we'll see later) For my Dragon Warrior Slime, I used a blue background as the dominant color and black textured blocks to make the shape.
Using Buildings for your dungeon:
Althought there's a good choice of textures, you'll probably lack in variety of colors. In that case you can use buildings to draw different regions of your image with different colors. How? In the Building editor in the Custion Dialog box section, you can change the color property of the building. By default, it's grey (neutral). Use the Lower Texture #28. (default texture when entering edit mode) This texture adapts well to the specified building color. You should enter your Dungeon in the database to refer to it when editing your blocks.It'll make your design time easier. One of my buildings is simply the mouth part of the Slime image. I changed the color to red in the Custom Building properties.
Making shades of colors:
Remember when we used a background color in the dungeon editor as the main color for the image? By using buildings, it's possible to alter the shades of this background color. Let's take again the DW Slime example. On the left part of the slime I wanted to have a white light that reflected to give some volume. So I made different buildings with different white blocks regions to cover the slime. Each building has a different percentage of transparency in the Custom properties. So with the slime it gives different shades of blue. You can also darken you background with a transparent black block building. Or use transparent colored buildings to make other shades of color.
As you draw, you may want to see the final result with all the building parts ("drawing regions") in your dungeon. So edit the Object Placement and then follow the next steps to be able to view your image in play test mode.
2- Script for camera effects:
To get a good screenshot, you'll have to adjust the camera settings to act as if you were in a graphic editor, not as a playable dungeon. Create a "Content" script and enter the following commands:
000 Camera Vertical Angle = +90 0F
001 Camera Distance = 1000 0F
002 Camera Viewpoint Height = +1000 0F
003 Screen Effect: Mask(122, 70)~(382, 370) Color Black 0F
The first line is a camera effect to have the camera look down at 90 degrees. The second and third are camera effects for raising the camera's height. The fourth line is optional. It's to mask the surroundings outside the 32 x 32 dungeon. Depending of what you want and the graphic size, you'll may want to adjust the camera distance and mask effect. These settings are just a suggestion. Save the script and go in the Event editor.
3-Create a "System" event and put the previous script in the Apply section. Save and exit. In the World Organisation editor, make the assembly of the dungeon and object placement. Since we made a System event, you can put it in the section where it will start when you enter the dungeon. (I don't remember the exact name) Exit the World Organisation editor.
4- Make your party member(s) invisible - no character models. That way they won't interfer with the image you wanna snap. Also make you party start in the proper "image" dungeon and put tem at the center of your image to save time in test play mode.
5- You're now ready to play test your image. During game test, make a screenshot of your zoomed dungeon. If you're not satisfied, then go make modification to the corresponding dungeon and buildings. At least your "Zoom camera" script is made.
6- Save the image from the screenshot in the Image editor.
7- Enjoy.
This drawing method can be quite tricky at first, but at least it gives you some possibilities to draw your custom graphics, apart from the digital camera feature. You could also use Maps instead of dungeons to draw.
***
Now the problem you'll face is that this method uses a lot of dungeon and building memory that you'll want to keep for RPG purpose instead of custom graphics. And even if you're done with the source dungeon and buildings and made your screenshot, you'll probably want to keep them for further updates on your images. The solution is simple. Create a totaly different file on your memory card just for these "custom graphics editors". Once you make the screenshot that you want to keep, save your RPG Maker2 data used for custom graphics. To load your other RPG Maker2 data (The one with your game progress) you'll have to delete all the current data. Don't worry, you don't have to delete the snapshot saved in the clipboard. You'll be asked this question: "Do you wish to delete Screenshot Image Data as well?". Answer NO and you'll be able to use your screenshot with other RPG Maker2 data!
BTW, a dungeon has a 32x32 grid and a limit of 1024 blocks. 32 * 32 = 1024. So you should have enough blocks for your custom image.
If you want to make bigger custom images than 32 x 32, you can adjust multiple image parts together with the Special effect editor.
Hope you find this trick useful.
Creating Doors That Work Without The Use of Variables: By Giels
First, make an object model of the doors you want to use.
You'll want to make 2 scripts.
Script 1
Change TYPE to ACTION
->Events>Effects>Single Action. Select Model to Object and None. Change speed to 0.
Script 2
TYPE = CONTENT
->Events>Effects>Single Action. Select Model to Object and None, check disable motion after action, and set Speed to 100.
->Events>Movement>Bypass Members. Set to YES.
Now, time to make the event. Go to the event editor and make a new event.
TYPE = NORMAL
DISPLAY TYPE = OBJECTS
DISPLAY MODEL = DOORS
MOTION = Set to Script 1
START = Touch and -None-
APPLY = Set to Script 2
Now place the event. You can place as many as you want on the same map and they will all open seperately. You can also add your sound effects to Script 2.
(Almost) Real Timer & Events Moving Simultaneously: By Shawnforbes
Okay, so I experimented with a few things and came up with a solution for two problems.
1. (Almost) Real time timer.
2. (Almost) Dual action event.
3. Activate Event From Specific Direction
Here's what you do:
(ALMOST) REAL TIME TIMER
1. Create an ACTION script: Name it "TIMER".
2. Input the following:
TEXT BOX: 3
WAIT 30 F (Note: 30 F = 1 second)
CLOSE TEXT BOX
TEXT BOX: 2
WAIT 30 F
CLOSE TEXT BOX
TEXT BOX: 1
WAIT 30 F
CLOSE TEXT BOX
TEXT BOX: 0
DATA>FLAGS>FLAG X ON
WAIT 10 F (Note: This is optional - only so the player will see "0" before it's removed.)
CLOSE TEXT BOX (Note: This is also optional, as I will explain later.)
(Feel free to add as much time as you wish, I just use 3 seconds as an example.)
3. Create a CONTENT script: Name it "WIN/LOSE"
4. Input the following script (which is use for example only, you can use whatever you want):
SCRIPT BRANCH>CONDITION>FLAG X ON
DATA>FLAGS>FLAG X OFF
SCREEN DISPLAY>TEXT>MESSAGE "YOU LOSE!"
PARTY>TELEPORT>WARP>LOCATION (pick a location you want the party to move to)
CONDITION END
SCRIPT BRANCH>CONDITION>FLAG X OFF
CLOSE TEXT BOX (Note: Optional - this would close the ACTION text box from before if it hasn't already been closed.)
SCREEN DISPLAY>TEXT>MESSAGE "YOU WIN!"
EVENT>EFFECTS>DISPLAY OFF (Note: This is just so that you will actually SEE the results.)
DATA>FLAGS>FLAG Y ON
CONDITION END
5. Create an EVENT: Name it "TIMER&WIN/LOSE" and select any model (Note: Again, this is just so that you actually SEE the results.)
6. Place "TIMER" in the MOTION option.
7. Place "WIN/LOSE" in the APPLY option.
8. Set START to TOUCH (or whatever you want).
9. Add a second page with no graphic and set the page condition as FLAG Y ON
10. Place your event on the dungeon/world map that you want it.
11. Test play.
If you've followed this, what'll happen is that the timer will count down to zero and stop. Now, if you touch it BEFORE it gets to zero it'll say "YOU WIN!" then it'll disappear. However, if you touch it AFTER it gets to zero it'll say "YOU LOSE" and warp you to whatever location you picked.
This could also be done with variables, and adding a few more conditions could cause your event to do different things depending on what veriable the ACTION script has reached. (Eg. The variable could be preset to 3 and subtract 1 for every second that passes. Then the conditions of the WIN/LOSE event could be different for every variable/second. Making sure to take into consideration that you don't want the event to activate the LOSE condition before the timer gets to 0 - you may want to substitute the FLAG you used in the appropriate place within the script.)
BTW - I tried many different ways to get the event to activate automatically (without having to press SQUARE then CIRCLE), but none of them worked. If someone else finds a way, I'm very interested to know.
EVENTS MOVING SIMULTANEOUSLY
So, I finally managed to firgure out how to move two (or more) events in the same (or different) direction at the same time, within a content script.
Here's how it works:
1. Create an EVENT: Name it "MOVE1" and select a model.
2. Create an EVENT: Name it "MOVE2" and select a model.
3. Create an EVENT: Name it "COMBINED", don't use any graphic and set the START as AUTO. (This is just so you'll see the results.)
4. Place "MOVE1", "MOVE 2" and "COMBINED" on the dungeon/world map that you want them to be on. (Optional - can be done later.) Just make sure that "MOVE1" and "MOVE2" are where you want them to start, it doesn't matter where "COMBINED" is placed.
5. Create a CONTENT SCRIPT: Name it "CONTROL A"
6. The Script should read:
EVENTS>CONTROL>CHANGE>"MOVE1"
EVENTS>MOVEMENT>Move the event however you want it to move.
7. Repeat 5 & 6: Name the script "CONTROL B" and change EVENTS>CONTROL>CHANGE>"MOVE1" to EVENTS>CONTROL>CHANGE>"MOVE2".
8. Create another CONTENT SCRIPT: Name it "COMBINE"
9. The script should read:
SCRIPT>APPLY TOGETHER
SCRIPT>CALL SCRIPT>"CONTROL A"
SCRIPT>CALL SCRIPT>"CONTROL B"
10. Go back to "COMBINE" event and add "COMBINE" into the APPLY option.
11. Test play.
If you've followed this, what'll happen is that the two events that you placed on the map will move (at the same time) to wherever you wanted them to go.
This can aslo be combined with text, player movement, camera movements and some more things too (I'm sure):
A. Allowing for the camera to zoom in/out (whatever) while the events are moving.
B. Waiting a certain amount of time before saying a message.
C. Having the event(s) move while the party moves as well.
Lastly, since you can control the members of your party individually, you could also have the party members move off in different directions while the events are moving too.
Pickpocketing: By WilliamKirk
An extremely easy way to do this(possible in RPGM1 too) is make it so when you talk to people you get a 2-Way Choice to either talk to the event or steal from the event. Then you just use a script branch and a flag to make it so you can only steal once. And on top of that you could make it so when you steal you have a __% of stealing this or a __% of stealing that or a __% of stealing nothing.
Random Weather Script: Posted By WilliamKirk; Credit Chocobo Knight Reika
Script Branch : Repeat : Flag "Off (Fixed)" = Off
Script Branch : Condition : Variable "Weather" </= +50
Other : Wait 500F
Script Branch End
Script Branch : Condition : Variable "Weather" > +50
Script Branch : Condition : Variable "Weather" </= +80
Screen Effect : Weather (Rain) Strength = 20%
Other : Wait 500F
Script Branch End
Script Branch : Condition : Variable "Weather" > +80
Screen Effect : Weather (Rain) Strength = 100%
Screen Effect : Weather (Clouds) Strength = 100%
Sound : World "Rain" Volume = 100
Other : Wait 500F
Script Branch End
Script Branch End
Sound : World "-None-"
Screen Effect : Default (Weather)
Data Varible : "Weather" = (+1) ? (+100)
Script Branch End
"With this script you have a 50% change of clear weather, a 30% chance of light rain, and a 20% chance of heavy rain.
Change the #s and weather patterns to anything you'd like. If you want more patterns just add more conditions. Oh yeah, and this should be an action type script."
MP Cost & Spell Damage by % Value: By WilliamKirk
If you put this in a script called up by the spell it'll work just fine:
(variable#1 * variable#3) = variable#4
variable#4 / variable#2 = MP Cost or Spell Damage
variable#1 would be different per spell(don't have it exceed 100 as it is in essence a percentage)
variable#2 would always be 100(to make variable#1 a percentage)
variable#3 would always be equal to the casters max MP
variable #4 would just be a variable to transfer the data of the other variables without changing them
**BlueSenshi Note: To deduct the MP from the Caster, just use the sample Script that deals with MP consumption. As long as your characters are set up properly, it should work, even in a CBS.**
Random Item Generation: By Dungeon Warden
The easiest way to generate a randon item is to set up a variable to generate a number from the first item to the last item.
For example; if item 15 to 20 were all random prize items (note: numbers are assigned when you make the item), you would generate a number from 15 to 20 using Data > variable:
Var ??? (any unused variable) = 15 ? 20
Then you would load the data of the character you wanted to give the prize to. Do this by setting var 086: Member number to the number of the party member (this is the character number in the character creation list, not the characters position). data > member info > load. check variables 117 - 128 using a branching script command. These contain the items the player is caring. If any variable contains a -1, the character does not have an item in that slot. If all the variables are full, you can print a message saying the character can't hold any more items. Otherwise, change the variable of the first slot that contains a -1 to the number randomly generated. Use data > member info > save and the character will now be carring the item.
Talking or Examining at the Same Time: By Giels
WARNING: This is for more advanced users because you'll also have to edit the 'System Errors' script.
1. To start, edit the System Errors script. Delete lines 001-015 or edit the wording to make it say, "Entered Talk Mode" or "Entered Examine Mode".
2. Create a script for your event. I will call this script "DualScript".
000-Script Branch>Variable>01System Generate=0?
001-Text>enter your talking text here.
002-Script End
003-Script Branch>Variable>01System Generate=4?
004-Text>enter your examination text here.
005-Script End
3. Make an event like normal, Make sure the Start say TOUCH and none. Change apply to your "DualScript".
4. Place your event and voila!
NOTES
This system is not perfect. System Generate variable is what the game uses for identifying errors. 0 is the default. So at the start of the game, all you have to do is touch the event and it will display your 'talk' command. To get it to search, press X to bring up the menu and select 'Look'. As long as there is not an event in front of you that has it's start set to 'Examine', you'll get an error 4(if you deleted line 001-015 then nothing is displayed, if you edited the script then it will say "entered examine mode") Now whenever you touch the event, it will search it. Also, if you trigger any other System Generate error(for example, if you try to use an item from a member who has no item, then system generate changes to 16.) If System Generate does not equal 0 or 4, then when you touch that event, it will not do anything at all.
Permanently Change Party Graphics: By Cloud the HUmar
First Go to game>Game Settings>go to the "ADV" tab and click on settings. See the enter map and exit map system events? that's what we'll be messing with.
Alright, go to Scripts>Scripts>Select the Enter Map script, copy and paste it. Now enter the newly pasted script, and between 000 and 001 go to members>effects>choose model and make the change.
Next, go back to effects again and select color, then change the color to the model you want. Now, go to events>go and select "Enter Map"and make a new page, apply that script that you just changed, and put up a flag.
This trick is useful if your character grows up or undergoes a transformation that is permanent.
Boss Battles: By Cloud the HUmar
If you played Fu-Ma and made it to the end (or if you cheated by loading it from edit game and warped to the ending battle) you will notice that when you kill the end boss, it doesn't display the text "(Monster's Name) is dead!". Well, here's how. Go to Events and hunt down the event that says "Enemy Defeated". Once you've found it, make a new page and assign a flag to it. Now, before the event battle begins, use that flag to turn the event off, then after the battle turn that flag you used off to make things normal again. You could probably use this with the event "Party Defeated" to make a fixed battle.
Vibration in Battle: By Cloud the HUmar
First, go to "Other">Controller Vibration.
Next, go into Scripts and look for the script "Normal Damage|Member Directing|"
Finally, go into it and set the vibation script after the SFX.
Custom Music Sample: By Lilly of Tinto
Here's an example, try it out for kicks. (its only the first intro measure, the melody comes in at measure 3, using the flute SFX)
Measure 1 looks like this (Note: All the tempos of the SFX = 15):
script>apply together
sound>sfx>ocarina vol=20 pitch=+4
sound>sfx>harp v=30 p=+4
sound>sfx>guitar1 v=20 p=+11
sound>sfx>bass v=40 p=-3
Other>Wait=24F
script>apply inorder
script>apply together
sound>sfx>orcania v=40 p=+4
sound>sfx>harp v=50 p=+2
sound>sfx>guitar1 v=40 p=+11
sound>sfx>bass v=60 p=-3
other>wait=24F
script>apply inorder
script>apply together
sound>sfx>orcania v=45 p=+7
sound>sfx>harp v=55 p=+1
sound>sfx>guitar 1 v=45 p =+11
sound>sfx>bass v=65 p=-3
other>wait=12F
script>apply inorder
script>apply together
sound>sfx>orcania v=20 p=+7
sound>sfx>harp v=30 p=+1
sound>sfx>guitar1 v=20 p=+9
sound>sfx>bass v=40 p=-3
other>wait=36
script>apply together
Repeat this twice and you have the first two measures.
According to the sheet music I have the first four notes go from quiet to loud to quiet in, thus the differences in volume. Listen and you'll hear the difference. Its complicated, but just like the rest of RPG Maker 2 its easy once you get the hang of it.





5198-2124-7210 Smash


istance =100 Frames=15

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