HQ System Tutorial Written by Igtenio, the Master and Creator of the HQ System Igtenio@hotmail.com <>Introduction<> First off, for this Tutorial, you need to know how to use Switches. If you don't know how, then you simply can't do what's mentioned here. This is intended for games of a Medium to Long Length. Anything less, and it usally falters. <>History of the HQ System<> So, what is the HQ System? It's a part of a game that allows a person to build a Base for themselves. The Base is usally a Castle, or a Military Base. Now, I'm not real sure what the very first Computer/Video game was that had a HQ System was, but I do know what the first game was. Dungeons and Dragons is a Tabletop RPG where you control a Character, and instead of using a Computer, a DM(Dungeon Master) makes Adventures, and enforces rules, and overall controls the World the Characters live in. Even the 1st Edition(As of this writing, the 3rd edition will probably be released in about a month), had rules for maintaining Castles or Labritories for Characters. Even costs for building Materials and cost per Acre, and a million other things were possible with it. Because it wasn't a Computer, and a person that can adapt to situations, people accually mapped Bases out. But, the first Video game to really be well known for the HQ System was Suikoden. When the PlayStation was first released, the RPG market was barren. The first RPG released for it was called Beyond the Beyond. And, well, it dug RPG graves deeper. Suikoden was the second RPG released for it. Even though it was a instant classic, it never did change the situation. After the next release, Wild Arms, Final Fantasy 7 was released. And it was the game that flooded the RPG Market. Even to this day, when in season, sometimes 3 RPGs will be released a month. Then, about a Year or 2 later, Suikoden 2 was released. Although as Popular as the First, it made Konami start printing Suikoden again, and was still wildly popular. Even now, Konami is developing Suikoden 3. <>The Accual HQ System for RPG Maker 2000<> Okay, before any Accual programing can start(not C++, just imputing the events and such), you need a rough Idea of what you want. A Tower? A Castle? How about a Military base? Without a rough idea, it'll fail. A rough idea in your head of what you want in it(Any special Buildings, a Fountain, shit like that), will really help. Now, we need to start constructing the maps. <>Step 1: Building the Maps<> Okay, there's nothing real special to say here, except that you can go one of 2 ways. Method 1: The ground up This method means that you build the first stage first, and Improve on that. Adding things, and such. Then, when your ready to make the Second Stage, copy the entire folder, then improve on it. This method is good for skeletil ideas. It lets you look at the current state, and think 'If I was this Character, what would I want next?'. Method 2: Nice look when finished This method is the oppisite of Method 1. Instead of a basic Idea, if you know exactly how you want it all to end, then build it like that, and take things away as you go backwards. This is usally the best method if you know exactly what you want when it's finished Evolving. Mind you, when building, don't add any of the events you normally would for a Area. Like people and Exits. <>Step 2: The overworld Map<> Now, for the Icon. Unless you want your base to stay basiclly the same, Changing the icon is a excellant Idea. There are(as always) a couple of ways to go about it. Method 1: Same size Icons This assumes through all the Changes that the icon will stay the same size(Be it a single Square, or 2X2, or anything possible). In this case, simply place a grid of event(s) as big as the Icon, and make the First Pages be the Sprit(s) of the icon. Make as many pages as Changes(Even if you want the icon to only change, say, every 2 changes, you'll need as many pages as Changes), and make each page have the Sprit(s) you want, and Events going to the Appropritate Map. Method 2: Changing Sizes Okay, so you want your base icon to change size. Say you want the Single Mansion tile to become the Tower tiles(Either Ruined or finished). This is how you do it: 1: Choose the place for the First tiles(In this example, we'll be making a Single Mansion tile into the Tower tiles). For this example, it'll be in the corner of a Mountain range like this(Excuse the crappy Ascii art): M: Mansion Tile --------------------------------------------------- --------------------------------------------------- M ! ! ! ! ! ! ! ! ! T: Tower Tile --------------------------------------------------- ----------------------------------------T--------- T ! ! ! ! ! ! ! ! ! As you can see, the Anchor Tile is the M in the first, and the lower T in the Second. The Anchor need only be a Event with the first Page being the Mansion, and the second being the bottom tile. The upper T's first Page is a blank tile, while the second is the top Tower tile. Make it above the Character, so that if they gain flight, they can fly behind it(Cool, eh?). The increasing Size trick is basiclly possible for anything. Just find the single tile that's part of the icon, and build on that. <>Part 3: Some finishing touches to the Maps<> This isn't too hard. Add the 2 Es to buildings(Entrances and Exits), then, on one map, make the Exit to world map Event, then just copy it and paste it on every other map. If you have multible Exits, then only paste it to the corrisponding exits. Do not add Key Character Events yet(A Key Character is anyone you can recruit), but, if you want, you can add some normal Soldiers. <>Part 4: Make the Characters<> Okay, another somewhat hard part. You need to know, roughly, what kinds of Characters you want. RPGs with HQ Systems can have some variants on them, but you need a good idea of what Major events will happen. RPGs like this aren't the kind you can just blindly design as you go. These are some good Characters to have: Shopkeepers, as well as InnKeepers Commanders for Soldiers Misc.(Librarians and Such) Archtypes(For some of the HQ Ideas I have in this tutorial) You'll also want to make the needed Items at this time, if you need them. Basiclly, it's anything a Character needs to be recruited, like a Wand for a Mage, or a Sword for a Fighter, or anything. Have these items be Switches, usually named "'s ". If you want to have so many of them, and use it to recruit multible Characters, then just make a Switch named after the item. If you want the Person Equiped with it, then Make a Duplicate, have the Clone be a weapon, and Make it automaticlly Equiped. <>Part 5: Make the Pre-Recruited Character Events<> Unless you've already created the rest of the game, this Step will be done through the entire design process. To make the Characters in the field(Basiclly, the ones who aren't automaticlly recruited), use this Event Formula: Maybe a Conversation: If you want, make a small exchange between Characters if you wish. If you just want a normal Yes or No to determine weather the Character is Recruited, then add this under the Conversation: Show Choice: Message: Something like "Wow! Thanks!" Set Switch: Recruited - ON Message: Maybe "Well, screw you." Now, make a new page, transparent Picture, Push Key, and have it activate by the Specific Switch on the first page. Then Go back to the HQ, find where you want the Character, make the event, make the Switch on the first page the same as the one in the Field Event, and put it in all the Phases of the HQ. For Characters that can only be recruited when the HQ is in a certain phase, then use this Formula. On page 1, make a message like "You want me to join? Well, I don't like being on losing sides.". Make a new page, and on page 2 make it activate by the same switch that makes the HQ change into the Phase the character will join on. On page 2 it's usally done from there on like Method 1. For Characters that will only join after another, do it like Method 2, but use the Switch that makes Character 1 appear at the HQ to also trigger the second page of Character 2. This opens up Character 2 to be recruited. <>Part 6: Make the Events for the HQ to Evolve<> If you want the HQ to evolve, you have some variations on how to. Basiclly, when the Character finishes a Quest(Like fighting a Boss, or getting a item, or anything), it evolves. This is pretty basic. Just make the end of the Quest activate the switch to make the HQ move to the next Phase. That's it. Although this would mostly be used for Futuristic RPGs, as I will use as an Example, this can also count as Materials given to Carpenters, or similar ideas. This basiclly involves the following. The Character gets an Item(Like a Building Upgrade for a Computer), and the Character gives it to someone or installs it in a computer. Make the Item as a Switch(Say a item called "HQ, Version 2.0", with a Switch that's called "Upgrade to 2.0"). Now, when the Character brings it to the right place(Like a Computer Terminal or person), have it say something, like along the lines of it's upgrading the HQ, and make it flip the Switch to evolve the HQ. Now, when the Character Exits and Returns, the HQ changed to the next version. There are some variations on this, like making a Timer until it changes, or not allowing it to Upgrade until the previous upgrade was installed, but these are pretty simple, so I'll leave them out for now. Basiclly, you recruit a Character, and when you return, the HQ is Upgraded. This isn't based on count, but a certain Character. All you need to do is have 2 Switches flip at the end of the Event to recruit him. The one to flip it to the second page, and the other to upgrade the HQ. Not too hard. There's also the Method to count Troops and Upgrade it as you recruit, but to tell you the truth, I really can't say I use it often. <>Part 7: Extras<> What would a HQ be without little extras, like a Library, or anything? Pretty bland if it was just like a town. First, you need a Librarian. Any kind of Character would do. Now, decide how many Books you want. In the maps, Create Bookshelfs made like this: E <<< Event, of the Upper Bookcase T <<< Tile, of the Lower Bookcase Now, make the First page of the Event nothing, other then being on the same level as the Character, and having the Graphic. If you wish, add a message like "Nothing interesting.". Make Page 2 activate by a switch, maybe named "Book 1". Have as many of these as you need, but make each activate by a different switch. Have Page 2 say what the book will say. Make as many books as Bookcases, and make the books Switches. When the Character uses the book, it flips the switch, and places it in the library. An Alchemist, in a nutshell, makes Potions and such. This is how to set it up. First, recruit the Alchemist. All I can say about this is 'Duh'. Then, when you talk to him, give the Character a choice of items. These should never be stuff he can buy from every vendor. If it's something that you can only buy obscurly, like from a Merchant in a Dungeon, a Hidden merchant, or only for a limited time, then it's not a bad idea to. For my type of Alchemist, you can either buy stuff from him, or have him brew something. Although you can make an Alchemist that only does one or the other, I'll describe the Duel purpose type. First, in the event with him, make a Choice command. Have it be to either Buy or Brew. When the Character chooses Buy, it brings up a shop. Not hard. Stuff like Advanced Healing can be bought here. Nothing overly powerful, of course. Brewing, however, is very different. With it, you can make Ground breaking items, and still, in a way, preserve balence. Here's what you do. Make another Choice command. Have it be 3 items, and a nevermind. For example, Godly Healing(A healing potion that never runs out), Godly Either(A Either that never runs out), and Godly Poison(Poison that never runs out). Now, make Prices for these items. I suggest you make them very high priced. In a normal game, in the Thousands is a good start. Now, if the Character can pay, make a Timer event. For the Godly Poison, I'd say about 15 Minutes(Mainly because it's Infinite. It only poisons an Enemy), and the Godly Healing and Either, I'd say around 25-30 minutes. When a Character has finished Making all the Items available, you can add more to the list, like Godly Healing +. Hell, you can even add "Apprentices" that the Items can either be bought or Brewed again from. You should decrease the brewing time from the Apprentices, though, and even make the prices a bit less eitherway. If it took 3000 Gold to brew before, then it should only cost about 2500 to buy or brew again. Why? Well, if the Alchemist is giving an Idea, and your financing it, there will be blunders, and these need to be paid. The Apprentices have the Formula for it, though, so it only needs the costs to make. Yes, it's pretty much impossible to gain Max money, since it's 999,999, but in some money rich games, it can happen. So, how to you keep from losing wealth? Well, you can't actually make a bank, but there's another way. Gem Dealing. Here's how to make this. Make a Jem Dealer. Now, you can't make an Actual shop, since if you did, people would lose half there money when they sold the gems. So, you need to make Choices. Make the Gems. Know the amount you want them to be worth when the Character sells them, and make the Price in the Database twice that. Why? Items only sell for half the listed price in the Database. Do the math. Now, go back to the Gem Dealers Event, and make a Choice command. Have one be Buy Gems, and one be Sell Gems. When the Character chooses Sell Gems, it brings up a Shop that'll only buy the Gems. When the Character chooses Buy Gems, then another Choice Event is brought up, listing the Gems for sell, and the price(Which is the selling price, or half the listing in the Database), with either a choice to quit, or move to the next page. I recommand no more then 3 pages. Gems should range from 1000 Gold gems to 500,000 thousand. Never more then 500,000, since the max in the Database is 999,999. When the Character Chooses a Gem, deducted that Money from him, and Add a Gem. Pretty easy. Now, he can sell it anywhere for almost instant cash. First, make the Wizard Character. This is set up like the Alchemist, except that he makes Spellbooks, and these are Items with the Catagory of book, and teach spells. These aren't consumed, and has Infinite uses. The Wizard can also make Scrolls. These are just items that can be used in battle, and are consumed. They cast spells. You can do the same as Alchemists, so that when the Wizard makes the 3 Current books, Apprentices appear and offer to sell them. Don't put too much time and money on research of Spellbooks and Scrolls, since they're less potent then the Alchemists items, and are more limited(Only Mages can use the Books, and the Scrolls just aren't as potent as the Alchemists' items). <>Party Changing: The HQ System Way<> So you have over 20 Characters. How do you make a good, quality Party Changing System? Well, I'll show you how to do it, the HQ Way............. What to do: <>Step 1: Make a Map<> To do this you need a place, like a Floor of black tiles with Darkness around it. Something like that. This is where we'll keep the Characters. This isn't the HQ. This is, what I'll call, the Party Change Map. For flashiness, you can make the whole floor Transparent tiles and choose either a black background or a space one. <>Step 2: The Switches and Events<> Now, everytime you add a Character to the Players side, make it flip a switch, usally named something like " Joins". <>Step 3: Preperation<> Now, put a place somewhere that'll Teleport you to the Map you made at your base(Like the Stone of Farewell I use). Make this Remove all Characters from the Party(Except the Main Hero), and Teleport the Character to the party change map. You'll just need to put the remove option for every Character in the event. Make a Marker somewhere on the Map, and make it just teleport you back where you came from. <>Step 4: The Events<> Now, go back to the party change map. Make an Event that's Scripted like this: Switch: Joins Push Key Same Level as Hero Stay Still Graphic: Same as the Characters Sprite Scripting: Change Heroes Party: ->Add Hero: Graphic: Same as the Characters Sprite Transparent Scripting: Change Heroes Party: ->Remv Change Switch : Joins - ON Set Okay, so what does this do? Basiclly, when you 'Talk' to a Character, they become Transparent, showing they're now in the Party. Kickass, eh? Just make a event like this everytime you introduce a character. <>Special Thanks<> These are the people I thank: BlueBomberMan: For making a RPG Maker section to a gaming site. And letting me call him BlueBomber in my Series. GameMaster60 and Wong: My Fellow Gurus at X-Sages.com Every Member at X-Sages: For providing Names, and thinking I was insane when I asked if they wanted to be in my RPG. Konami: For accually making a decent Series of games. <>Very Special Thanks<> Don Miguel: For 2 Reasons: Translating RPG Maker 95 and 2000, and risking his neck with Ascii to do it. Gotta love the man(No, not like that). The Second reason is for the Party Change system. Seeing as how it's not a huge thing to do, it's hard to judge how much is his and how much I made, so I'm just listing it: He did: The Base Event Code The Base Idea I did: The Modified Idea Modified the Code a bit Made the Teleport code to it and the Map idea Thanks Don! <>Some of my thoughts<> Yes, this Tutorial is less then complete. I haven't even started talking about the Outpost system, and many things are left open. But what do you expect of me? When I get more done, I shall update. But this is more then enough to get you started. Oh, and I'll improve on the Party Change, so it can be done with an Item, anywhere. When I get to it. Igtenio, the Master and Creator of the HQ System