Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> [RM2K3] Event System Pack, 2 player system, CMS, cheat system (using CMS), controled teleporting
dan3008
post May 22 2008, 04:03 AM
Post #1


Level 8
Group Icon

Group: Revolutionary
Posts: 121
Type: Event Designer
RM Skill: Skilled




Here I have made a collection of useful features for RPGmaker 2000/2003 games and put them into an easy to use environment. the downloadable file (attached) is the RPGmaker editable files so that you can go look at the code for yourself. I have also included tutorials in this post for people who don’t have the time (or disk space) to download the file.
if this is acceptable for the main sight it may need to be broken down into several tutorials and examples. if so please can a mod let me know and i will sort it. these would all come under a rpgmaker 2000/2003 catagory


Constance
1) 2 player system
2) CMS
3) cheat system (using CMS)
4) player controled teleporting (using CMS)

1) 2 player system
a simple system to allow 2 people to play the game on one pc at the same time
you will need:
knowledge of switches
Knowledge of Variables
Knowledge of Fork Conditions
Knowledge of Move Events
Knowledge of Loops or Parallel Process Events

- Start by making a parallel process event (for one map) or a common event (for all maps).
- click on key input processing/enter password (third tab) and select number keys and symbols (the bottom to boxes)
making sure everything else is deselected (including wait until key pressed at top) and that it is being saves into you selected variable.
- now make you player 2 event (parallel process)
- use a conditional branch/fork options (tab 3) if variable (the one you used before) is 19 (equal to 19) and add an else case
- in the correct case, move event (tab2) this event down. wait (tab 2) 0.1 seconds
- in else case:
use a conditional branch/fork options (tab 3) if variable (the one you used before) is 23 (equal to 23) and add an else case
- in the correct case, move event (tab2) this event left. wait (tab 2) 0.1 seconds
- in else case:
use a conditional branch/fork options (tab 3) if variable (the one you used before) is 22 (equal to 22) and add an else case
- in the correct case, move event (tab2) this event up. wait (tab 2) 0.1 seconds
- in else case:
use a conditional branch/fork options (tab 3) if variable (the one you used before) is 21 (equal to 21) and add an else case
- in the correct case, move event (tab2) this event right. wait (tab 2) 0.1 seconds
- leave else case empty (for any other keys pressed)

and that’s the basic 2 player system.

2) CMS
a very simpe system used to add a uniqe menue to the game using the show choice command. still uses the built in menu system too.
you will need:
- knowledge of choices
- Knowledge of Variables
- Knowledge of Fork Conditions

- make a parralell process or a common event
- make it dissable the menus (tab 3) using the allow/dissalow saving command and the allow/dissalow main menu command
- click on key input processing/enter password (third tab) and select cancil key (the 6th box) and wait untill key pressed and make sure it is saves in your selected varaible
- use a fork condition (tab 3) for if varaibel is 6 (equal to 6) and dont add an else case
- in sucess case show choices (tab 1) to start with only use save, main menu, and nothing
- in save call save menu (tab 3)
- in main menu call main menu (tab 3)
- and leave nothing blank
if you want to have more options ither use a more command with more choices or dont dissable saving and just use the main menu to save. simple realy
and theres the CMS. The next 2 tutorials use this to run them

3) cheat system (using CMS)

You will need:
knowledge of CMS
Knowledge of variables
Knowledge of passwords

- first make a CMS with an extra option for cheat
- next make a common even containing all the cheat codes
- for the cheat coads use forks (tab 3) saying if variable cheat is xxx(cheat code) then do cheat (make that up yourself or message me for advice), remember to make the event wait for 1 second (tab 2)
- in the cheat tab on the CMS input number (tab 1)
- then change cheet back to 0 (tab 1)

and thats the cheat system smile.gif

4) player controled teleporting (using CMS)
You will need:
knowledge of CMS
Knowledge of variables
knowledge of memoriseing places

- make a CMS with a teleport command
- in the teleport command show choice (tab 1) of telepot to flag and flag (or other words of your choice)
- in teleport to flag option start with a fork checking if forst variable is 0. if so laeve blank if not use go to memorised place (tab 2)
- in flag option use memorise place (tab 2)
- and in nothing leave it blank


and thats all my tutorials for now. please see the attached file for examples.
more tutorials to folow include Banking (with and without intrest) and split team playing
Attached File(s)
Attached File  tools.zip ( 550.39K ) Number of downloads: 223
 
Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
dan3008
post Jun 8 2009, 04:21 PM
Post #2


Level 8
Group Icon

Group: Revolutionary
Posts: 121
Type: Event Designer
RM Skill: Skilled




Split Party System
What you need
1 event
1 common event
lots of switches and variables
Basic RPG maker 2003 knowledge
A CMS [Tutorial here] (optional)

Start by making you map with no events.
Then make an event called dummy. Dummy needs 2 tabs. Tab 1 should have the condition if hero 1 is in party, this tab should have there sprite for hero 2. Tab 2 should have the condition if hero 2 is in party, this tab should have there sprite for hero 1. That’s dummy done.

Ok now finish your maps events. On every future map make sure the first event you place is dummy. If you don’t then things will get interesting.

Now for the common event. It can be a CMS but for simplicity sake I am just going to make it a button press. Start with the enter pass word command (or key input process) and store it in a variable (I have called this activate). Now use a fork condition (or conditional branch) to say if activate = 20 with no else case (I used 20 because that is the + key, feel free to use your own). In there memorise the location of dummy and the hero. I recommend using the memorise hero position command for the hero and the change variable command for the dummy, however I have done it all via the change variable command so you can see how it works.

This next bit is the tricky bit. Make the screen fade out and make the hero move to dummy’s location and vice versa. First Hide screen then use the change screen tone (or tint screen) command and set all sliders to 0. Then move event to the hero x and y locations and teleport to memorised place but use the dummy x and y locations to swap the dummy and the player. Don’t forget to change the party and move one hero out and the other hero in to do this Simply use a fork condition saying if hero 1 is in party swap hero 2 in and hero 1 out, if not swap hero 1 in and hero 2 out. Finally return the screen to normal.

On both screen tints I have made it instant by changing the transition time to 0.

There you have it a basic split party system. However like this only the active party member will be able to battle. To improve this uses a switch instead of adding and removing party members. This is a simple yet affective change and depends entirely what effect you are looking for. If using a switch instead of a variable take out the conditional branch and replace it with a command to toggle a switch for the hero and change sprite association appropriately. Also make the dummy use the switch as well. Example 1 uses party changes and example 2 uses a switch. (Attached)

Ok now let’s make a caterpillar system caller. Make a common even with a enter pass word command. Then make a fork condition for when the variable (I called it trigger) is 21 (for using the – key) toggle the switch caterpillar.

Start by creating a loop with a 0.1 second wait at the start. Set all the x and y coordinates like before. Now make a fork condition. In this fork condition say that if hero y is small than dummy y then make dummy step up.
Next make a fork condition. In this fork condition say that if hero y is larger than dummy y then make dummy step down.
Next make a fork condition. In this fork condition say that if hero x is smaller than dummy x then make dummy step left.
Next make a fork condition. In this fork condition say that if hero x is larger than dummy x then make dummy step right.



Application.

2 main uses of this system. One is to have switches that must be help pressed down and the other is to utilise skills of different characters.

1) To make a switch that must be pressed start by making the switch event that simply activates the switch on hero touch. Then all around the switch place events that deactivate the switch on hero touch. This simply means that you have to press the switch as one hero, change and move on as the other one.

2) To use a skill make a skill launch point and use a Fork condition. In the fork condition use the hero in party or the switch as appropriate. Then program the skill.

to download examples click here

Thanks for reading my tutorial. I hope it has been helpful. Next tutorial, lock picking systems.

Dan3008
Go to the top of the page
 
+Quote Post
   

Posts in this topic


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 21st May 2013 - 11:14 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker