By Gemin-eye (FAQ #4)
Reproduced by Norwolf
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Topics Covered in this FAQ:
Just click on any of the links above to view it.
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| First I am going to give a detailed description of the 'EVENT EDITOR'. I will be referring to it a lot so get used to what everything is called as I describe it. I will start at the very top of the dialog and work down from left to right. It's a good idea to open your rm2k and follow along with this text. |
| The Event Editor |
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- Pressing F7 will put you in 'Event Mode'. While in event mode you can double-
click on any square and create to event. Also you can right click and select
'New Event' from the pop up. When you first create an event a dialog pops up. In the
Title bar are the words " Event Editor - ID:0001 " yours may have a different ID
number. This title bar name will never change.
- Below that is the 'Name' editbox. It contains the ID number when you first make a new event. You can change this name to suit the event's purpose. This name will appear in certain 'Event Commands' that modify or have an effect on events. You don't have to name it; it's your choice.
- To the right is the ' New Page ' button. Clicking this button creates a new page
within this event. You can have 100 pages in each event. (as if you would need that
many). That's a lot better than the meager 4 pages you had in the rpg maker 95+
huh?! I may refer to each page sometimes as a 'tab'.
- Beside that is the 'Copy Page' button, this does just what it says, it copies the active page, into the clipboard. A clipboard is a weird extradimentional space in your computer that holds many types of data temporarily. You can paste data from the clipboard into sources that are similar as where you copied it from. Each time you copy into the clipboard, the new data replaces the existing data.
- Beside that is the 'Paste Page' button. Use this when you have a copied page you wish to place into the event. The paste page button will place the page after the topmost
(active) page. Pasting does not empty the clipboard. The data is still in there, so you can paste as many identical pages as you want.
- The last button, called 'Delete Page', removes the active page. Deleting a page does not place the page into the page into the clipboard. So it's gone forever. You can, however return the page if you select the cancel button. But then you lose all work you have done since you opened the event.
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The 'Event Conditions' box contains options that need to be met before the event
will execute. Events can require up to 2 different switches, a variable, an item, a
certain character, or a timer setting, or any combination of the above.
An event that requires one (or two) switches will not activate until one (or both) of
the switch(es) are turned on. You select what these switches are.
An event that has a variable set for its condition requires a selected Variable
reach a certain number. Example: An event is set with a variable as the condition.
The variable is named 0001:Test. and is set to 3 above. This means the event will
only turn on when the 0001:Test variable reaches the number 3 or higher. [Unrelated
tangent: HEY! I just thought of how to get the random Item in chest to show the name
of the item!! {10 mins later} I did too! Wooo Hooo! Anyway, back to this].
An event that requires an item means that the event will not execute unless a certain
item is in the possession of the heroes. You determine what the item is.
An event with a timer set for its condition executes when a timer that was just
turned on reaches the time set in the event's timer conditions. Example: Make a
simple event that sets and turns on a timer. Make another event on the same map that
will check that timer for a certain time and if it is, will do something. Here's how
to do that: |
| | 1. When in the rm2k, press F7 to go to 'Event Mode', put a simple graphic in the 'Graphic' box, and set the 'Event Start Condition' to "Push Key". 'Priority type' "Common Char Below".
2. Double-click in the 'Events Commands" box and select "Timer Operations" from (page1). choose "Set" and put the 'Operand' to "Set" 1 min 0seconds. Click 'OK'. Again get the "Timer Operations" open this time select "Start", and select to display the timer. Click 'OK'. When the hero searches this event this will set and start a timer that will count down from 60 seconds, and you will see it in the top left corner of your test game window. That's it for this event click 'OK'.
3. Make another event and put a check in the 'Timer' condition. Put a 30 in the
seconds box of the timer. Select a 'Graphic and make the 'Start Condition' "Push
Key". Double click in the 'Events Commands window and select "Message". Put a short
message in saying whatever you want. Now when the hero starts the timer and comes to
this event and searches on it, only when the timer reaches 30 secs or less will he
see any message. Also the message will just keep repeating since we didn't use a
switch to shut it off. Cool huh? |
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| The Graphics box is where you select the image you will see for the event, if any. You can set the image to be see-through by putting a check in the Transp box. When
you click the [Set] button a new dialog opens with the rtp charas/chipsets folder contents. Scroll through the list to find just the right graphic you want, and click it to select it on the right. The image will appear in the 'Graphic' box. You can have more charas/chipsets to choose from in the list if you 'Import' them into your game, (more on Importing later).
The Event Start Condition is used to adjust the ways the event can interact with the hero, if at all. The first option "Push Key" means the hero must search/talk (spacebar/enter) on or by the event to activate it. The second option "At Hero Touch" means the hero just walks over it to turn it on. The third "Common Touch seems to me to operate regardless of the Event Conditions. Change the second event in your timer example above from "Push Key" to "Common Touch" and walk over it without turning the timer on first. See what happens. I guess this type of Start Condition is like a failsafe for things that need to happen. Like if the hero has to do something to turn this event on, and he doesn't do it, but the event still needs to happen or the story will mess up, then common touch is the choice. Note [That if the conditions are met anyway the common touch event happens when the hero walks over the event. So no matter what the hero does the event happens]. The fourth option is "Autostart".
This option should only be used for elements in the game where control of the hero must be disabled. Like when you want to tell some of the story to the player and don't want him wandering around while that is happening. Autostart forces the hero char still and runs all the events in the 'Events Commands" box one after the other (or in whatever order of script you wrote). The autostart loops over and over and over unless you put a switch in to turn the event page or until you teleport to a different map. (This is how opening events are made, more on that later). The final option is "Parallel Process" this is just like Autostart except the player can still move around at will. Use this when you want events on a map to loop over and over without interfering with the player's movements. (this is how Don made clouds move across his landscape in the SAMPLE game). Remember when using Parallel Process you may need to use the 'Wait' command or your computer will run very slow due to event commands constantly overlapping each other (since they loop).
The Priority Type box, is where you decide what layer to place the event. There are
3 layers in rm2k. Below: meaning the hero can walk over the event. Above: meaning
the hero will bump into it like an obstacle and, Top: this means that when the hero
walks over the event, the event's picture appears above the hero and the hero
seemingly walks under it. The 'Overlap another Event" is a mystery to me. It implies
that this event can be placed on top of other events (impossible), or maybe it's ...
no that's not it.. if you know or figure it out, let me know.
Next is the Animation Type. This is only available when you select a graphic. There
are 6 types of animation types to choose from. Common/Without Stepping means the
image will not move through its walking animation, however it will turn to face the
hero if the start condition is a push key. Common/With Stepping makes the graphic
"walk" through its walk animation. It will also turn to face the hero when
searched/talked to but will not actually walk around unless you specify a path with
the 'Movement Type'. Without Stepping makes the graphic totally motionless in one
direction (chosen by the graphics' image) unless a movement route is set, then it
walks around but stays facing one direction. Fixed Direction puts the event walking
through a certain movement animation but keeps the image facing in the chosen
direction. (Used for flapping wings and such). Fixed Graphics freezes the image
totally, even if a movement route is set. It will always face the direction selected
in the graphic. 4-Anim (Turn Right) makes the image spin right over and over. Useful
for some object types. Experiment with these to get the hang of how they operate.
Movement Type: This sets the wandering movement for the graphic. Useful when making
towns people. The dropdown box pretty much is self-explanatory. Except By it Route.
With that you manually determine how the chara moves and when and where it moves to.
Useful for when you want the char to move around but not randomly. Frequency sets
the walking speed of the Chara. 1 is slowest, 8 is fastest.
The Movement Speed box is just like the Frequency. Except it determines how fast the
image moves through its animation sequence.
The Events Commands box is where all the action happens in the event. Double-click
in here to add commands, right-click to Insert, cut, copy, paste, blaw, blaw, blaw,
you'll see. You know how to use all that it's the same as with every other Windows
commands. When you double click (or Insert) a dialog pops up called "Event Commands"
most of these can be figured out by using them and seeing what happens, the really
complicated ones I detail in other FAQs. Read them when you are ready to explore
advanced event scripting.
The OK, Cancel, Apply and, Help buttons. Ok: saves the event and exits. Cancel:
returns the event to its previous state when you opened it or last saved it, also
closes the event. Apply: saves the changes to the event but does not close it. Help:
does nothing, there is no help file for rm2k yet. [That's why I am writing this].
That's all there is to the Event Editor. You should know all the above fairly well BEFORE you move on because I will not be taking the time to describe things in the Event Editor. If you don't know it you will be lost (maybe). |
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| Behold; traveler of the web, creator of worlds, I shall teach you the mystic art of: |
| Teleportation |
| Make a child map (a small section of map that branches off the main one) draw a small section of map that is the interior of a room. Like a store. Enter Event mode and double-click at the doorway to your store. You don't need any switches when you make a simple teleport tile, so leave the 'Event Conditions' alone. Make sure the 'Graphic' is either empty or has a pic of the image the hero will be interacting with when they teleport. The 'Event Start Condition' Must be set to, "At Hero Touch" do this by clicking the dropdown box that says "Push Key". (unless the image is a door, then leave it as "Push Key") The 'Priority Type' is "Common Char Below" if the teleport is a floor tile, (Above if it's a door). Place a "Teleport" event command in. Select a different map to teleport to. If you are using a door, set the chara movement to make the door appear to open THEN put the teleport in. |
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| Steps:
1. Right-click on the world map name in the box on the bottom left. Select "Create New Map".
2. Right-click on this new map, select "Properties", Put a name ("General Store") in the Name box, choose a Chipset, (Inner is the indoor tiles I think), and leave the rest of the dialog alone (unless you want to set the BGM [background music] of the map, then select "Set to" and choose the midi song you want to play every time the player enters this map). Click 'OK'.
3. Draw some walls and countertops and stuff you would see in a store. Make sure you have a gap in the top or bottom wall for a doorway. When you are done press F7.
4. Double-click on your doorway. Leave the 'Event Conditions' alone. Make sure the 'Graphic' is either empty or has a pic of the image the hero will be interacting with when they teleport. The 'Event Start Condition' Must be set to, "At Hero Touch" do this by clicking the dropdown box that says "Push Key". (unless the image is a door, then leave it as "Push Key") The 'Priority Type' is "Common Char Below" if the teleport is a floor tile, (Above if it's a door).
5. If your 'Graphic' is a door, "Set Chara Movement" (see my other FAQ to learn how to use this), to make the door appear to open when the hero interacts with it.
6. In the 'Events Commands' box place a "Teleport" event. You will be prompted to choose a place to teleport to when you select the "Teleport" command. Select a different map to teleport to. |
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| That's all there is to making a teleport. You just do basically the same process to teleport from a town's building into the store, just choose the place to teleport to as the entrance to the store. |
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| Creating Stores/Inns |
| Let's make this store. We will be adding one event that will be the store. First you need to check in your Database (F8) to check to see if your countertops tiles are set correctly. Click on the 'Chipsets' tab and select the 0003:Inner from the list
on the left of the Chipsets Editor. Click the 'Chip Upper' tab and scroll down 'till you see the countertops. Click the 'Block/Pass' button and check that they are blocked (X). Click the 'Context Counter' and check that there is a big diamond on the countertops. If there isn't, click the small dot and make it a big diamond. This makes the tile so that the hero can search/talk through the tile to whatever is behind it, like an npc for example. Click 'OK'. |
| | 1. Press F7, make an event behind the counter of your store. Select a chara for the 'Graphic'. Put the Event Start at "Push Key". (That's all you need to change).
2. In the Events Commands make a "Call Shop" event. When you select "Call Shop"
(page2) you can choose The 'Shop Type'. Norm: is a normal store where the hero can
buy or sell items. No Sale: The hero can only buy and not sell items. Sale Only: The
hero can sell but not buy items. Select Normal. Choose your Shop Message Type.
(these are editable in the Database.) Select some items from the list on the right
and 'Add' them to the list on the left. (Select an item from the list on the left
and hit the 'Delete' button to remove it from the stores list. Click 'OK'. |
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| That's it, you have made a store. To make an INN, just use the "Call Inn" event command. Pretty easy stuff, huh. |
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