A primitive ape, like his descendents... Still Seekin'
total posts: 3996 since: Jul 2007
Dec 04, 08 at 4:41pm
*new* FAQs, Tips and Tutorials
This thread is the new FAQs, Tips, and Tutorials thread. I'm using the same rules, instructions, guidelines, and current items for now. We need a new one so that we may continue to post things without exceeding the maximum character limit.
Many thanks to Samot for providing the first thread which has been deleted in favor of this cleaner one due to character problems.
A more official tutorial that covers some of this and other things can be found on Neoseeker here
WELCOME, TO THE QUESTION AND ANSWER THREAD!
Note: This thread is for questions of every size.
The purpose of this thread is to reduce the number of topics made with just three posts in it. Mostly these questions have already been asked, and there's no need to have 10 threads about the same small thing. So, if you have some small questions, feel free to post them, and I'm sure someone who knows the answer WILL answer.
I will also constantly edit the first post to make this some sort of FAQ thread.
After you installed RPG Maker XP, go into your start menu and you should see RPG Maker XP listed as a new program.
Spoiler:I need to reinstall RMXP, and I can't find my Serial Number
You can e-mail support@protexis.com and explain your situation, and may receive a reactivation. Remember, the e-mail response would be from protexis, not Enterbrain.
Spoiler: My project crashed and I received an unexpected file format error?
Don't panic, this isn't as horrible as it may seem, at least most likely.
Copy the Audio, Data, & Graphics folders into a new project. Simply start a new project, open your old projects folder, and copy said folders into the new project. That should most likely fix your problem. If however your .rxproj file is corrupt, you'll have to reinstall rmxp.
In/editor General Problems
Spoiler:Some tiles of which I marked the passability as 'X' are still possible, what did I do wrong?
you probably erased a tile on a higher layer with an other tile than the tile that's in the upper left corner of the tileset. Everytime you erase a tile, make sure you use the top-left tile. To solve your current problem, you'll have to erase all the 'blank' tiles on the 2nd and 3rd layer that aren't supposed to be passable. Note: only the blank tiles, so if there's an object on that layer, that's fine. Just go to a higher layer and 'erase' what's there.
Spoiler:I've put a custom sprite in my game, but there's a square around it. What to do?
Don't just put sprites in the graphics directory. Go to the materialbase, and import the graphics. Then you have to select a color to be transparant (the square) and semi-transparant (shadows).
Spoiler:How do install a new Battle System into my project?
You first need to acquire a battle system script (ie. this one) and follow the instructions provided with it.
Spoiler:How do you change the windowskin and titlescreen picture?
You may change your ingame menu settings from Database/System.
Spoiler:How do I change the starting party?
Go into Database and go to System and in the upper left corner there'll be a list named 'Initial Party' change that.
Spoiler:I created a enemy but how do I add him ingame?
Headover to Database and in database go to troops change the maximum amount and then create a troop and add your enemy and name it.
Spoiler:How do I make multiple transparencies for a tile-set/char-set?
To do this you need a graphics programme that will allow you to save unencrypted png files and you must make the transparent colours yourself, you cannot do this through scripts!
Spoiler:How can I make faces show up before the text?
This is not a default functionality of RMXP. You can use the 'Show Picture' & 'Erase Picture' commands, Or you can install a custom message script.
Search for 'Ccoa's UMS' or 'Dubealex's AMS'
Spoiler:How do I use multiple tilesets on one map?
You have to combine the tilesets you want to use, and set the priorities in the tileset editor. Opening the two(or more) tilesets you wish to combine into a photo editing program, or in this case, photoshop, you can increase the size of one tileset to acommodate the other.
Then, simply copying one into the other will get the job done. However, setting a grid line ever 32 pixels, will allow you to properly line the tileset up.
Spoiler:There are these black squares around my tiles when I play. How do I fix this?
Simple solution. Either put all your image tiles on the 3rd layer, or put them on the first and 3rd, and then put what the ground would be on the 2nd layer. Also put what your ground would be on the 2nd layer in the other solution.
Spoiler:How do you put your game on a CD?
1) First import all graphics and audio used in your game via the resource manager or just copy them all into the appropiate folders.
2) Go to Game > Options and change all the RTPs to (None)
3) Put the appropiate dll file in the same folder as the Game.exe file of your game (Format: RGSS<version number><language>.dll, e.g. RGSS102E.dll).
4) Compile/Compress it into a game disk (encrypt it or don't....its your choice), and then you can give it to your friends.
General Events
Spoiler:How do I make smoke animation for chimneys etc?
Make event, select smoke graphic as its sprite, check direction fix, and stop-animation. And for smoke, make sure you check the 'through' option. Otherwise you'll bump into it.
Spoiler: How do I make proper treasure chests?
First create your event, give it a chest graphic (or whatever you would want to use). Under the graphic selection are some boxes, one in particular "Direction Fix". Make sure this is clicked.
Then enter your move route in the event tab (not the move route to the right of the graphic - keep that to Fixed). Depending on if you are using a custom sprite sheet or not, your chest might not follow this pattern, however the default RTP (and most other chest character sheets made) will.
Set the move route to "This Event". The actual move route is as follows: Direction Fix: Off Turn Left Wait 3 frames (this can be any wait you'd like, I recommend 2-4) Turn Right Wait 3 frames (again I recommend 3-4) Turn Up Direction Fix: On
If you would like to play a sound effect, the most likely ideal place to do so would be right before the Turn Left command. You are done with your move route.
Next add a Wait for Move's Completion, add your text (such as "Gained 100gp!), and add the gold (or items) you want the player to gain from the chest. Turn on Self Switch A. Finally add a new page, that's the large button at the top of the event editor, and make it turn on/active when Self Switch A is on. That's it, you now have your chest.
Spoiler: How do I allow the player to name the character?
]Using the event editor add the "Change Actor Name" command (found on the third page). Just select from the drop down which actor's name you would like to change. For example, let's say Basil's. You select Basil from the list, which would allow the player to input any name they wish.
Now to make it so dialogue/show text window's display the proper name - since you wouldn't want to change Basil to George and have the NPC's continue to call him Basil, add the following: \n
* , where x equals the actor's number in the database. Since we are dealing with Basil, it would be "\n[2]".
Don't worry if a character isn't in your party, if Basil is not in your party "\n[2]" will still call his name.
Spoiler: How do I make a door event?
If you read the Treasure Chest spoiler above, this one is not very different.
Create your event, your door if you will. Set it to a closed door. Now most doors will follow this move route, but if you are not using the default door character sets or something very similar, you may have to edit the move route itself.
Now add in your move route (not the move route next to the graphic icon, but in the script editor). It would most likely be as such (make sure it's set to "this event" and not to player first): Face Left - if you would like to add a sound effect this is a good spot. Wait: 4 Frames Face Right Wait: 4 Frames Face Up Wait: 4 Frames Add a wait till move completion, and then a Transfer Player command. Just pick the correct map and place you want the player to transfer to, you may want to force where the character is facing (in the lower right part of the transfer player window) to appear as if he's walking through the door properly.
Spoiler:How do I make a locked door?
Create an item, let's call it "Bronze Key" for this example. Now create your door the exact same way as the spoiler above this one (How do I make a door), but put it inside a conditional branch.
To set up your Conditional Branch, set it so if item Bronze Key is in inventory. If so: Change Items Bronze Key -1 (if you want the key to not be used anymore). If you'd like you may add a message "Unlocked Door!". If not: You may want to add a message "Door is locked, you'll need a key!"
Spoiler:I just inputted a event command to make my character move to a certain place and the game froze up.
Most likely the character wasn't able to pass through something, so tick the 'Ignore if Can't Move' and examine your map for problems or reroute.
Spoiler:I made a event in the game to remove the entire party for a cutscene and add a specific person, but once I re-added them all they were level 1 again, why?
You have to untick the Initialize when you add a party member, if you don't it adds the party members with their database level (initial level).
Spoiler: How do I disable the escape option for a boss fight?
The best way to do boss fights is via an event. Set up your event, if you want text put that in - anything else that may be important.
Add in the "Battle Processing" event command. Pick the Troop you wish your party to fight, if you haven't set up a Troop yet, do so now. Before clicking OK, make sure the box next to "Can Escape" is unchecked.
Spoiler:How do I make a vehicle?
To make a vehicle, the only thing you have to do is get yourself a characterset for a car, and when the vehicle is supposed to 'drive', you change the characterset to the car-characterset. To give it a car-like feel, you should also change the movement speed..
Spoiler:How do I make an event only perform an operation once, then disappear/do something else the next time it is activated?
Spoiler:How do I make events disappear after a certain condition has been completed?
You need to give your event two event pages. On the first page, make it the event. On the second page, one of the page conditions must be Switch; turnrockoff (or whatever you call it) on. Then have the graphic of the second page nothing.
When you want the rock to disappear, then have at the end of the event that fufills the condition/has it removed/etc. use the control switches selection and turn switch turnrockoff on.
Script Problems
Spoiler:How do I play my game in full-screen mode?
There are two ways to go full screen. The first is to press the ALT and ENTER keys. This option will cause the program to enter full screen. If you wanted, however, your game to be opened in full screen automatically the following can be added to the Main script in the script editor: showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), '' showm.call(18,0,0,0) showm.call(13,0,0,0) showm.call(13,0,2,0) showm.call(18,0,2,0)
Spoiler:How do I set another font for my game?
Go to the 'main' script, and look for the purple letters. Change those to the name of the font you'd like to use.
Note: don't forget to include the font with your game.. Other people might not have it.
Note2: If there are no purple letters, add this line: Font.default_name = "Yourfonthere"
Spoiler:Where do I change the text on my title screen?
Go to the script called 'Scene_title', and look for purple letters saying: 'New game', 'Continue' and 'Shutdown'. Change these to whatever you want.
Spoiler: How do I hide the timer with a switch?
To add a timer that is invisible, simply do the following: Create a switch, that when turned on will hide the timer from the player. Then in a new script above main add the following: class Sprite_Timer < Sprite alias sprite_timer_update update def update sprite_timer_update # Conditions to hide the timer (switch, $game_temp.in_battle etc.) if $game_switches.[](id of switch you created) == true # Hide the timer self.visible = false end end end
Spoiler:How do I show the map behind my menu?
This is rather simple.. But quite the amount of work..
First things first. You have to make sure the map is behind the menu. To do that, add this line:
@spriteset = Spriteset_Map.new
Preferably above the line: '#Make command window'
Now you have to make the windows see-through-able. I'm only going to explain that for the first menu screen you see. Find these lines:
# Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 @playtime_window.opacity = 160 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 @steps_window.opacity = 160 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 @gold_window.opacity = 160 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 @status_window.opacity = 160
Now your menu is partly transparent!! To also have the other menu-parts this way, repeat this for the windows in: scene_item, scene_skill, scene_status.. and whatever scenes you got left..
Spoiler:I want to make a Pokemon game. Can I have the battle system?
Go here, and download that pokestarter.zip. The only thing I can say about it is HOLY CRAP. It's got pokemon style battles, menus, text, houses, tilesets... It's amazing.
Spoiler:General Tips and Tricks
1: In the troop editor, you can right click on an enemy to set them to be hidden, and activate them through event commands. And also, set any given enemy to be invincible, for scenes, and other uses.
2: When setting a move route, the "jump" command is also effected by the speed of the sprite. A slow speed, will cause a tall arch to be made in the jump, while a fast speed, will force the sprite to glide lower to the ground.
3: Double clicking an auto tile will open its contents for you to select manually. Useful for rigging up a tile the way you want to.
4: Shift clicking with an auto tile on hand, will alternate its use. By right clicking a specific portion, and then shift clicking, you can paste it, without altering the auto tile setup.
5: the f5-f8 keys can be used in the map editor to switch between layers, and make mapping a much quicker task.
6: When creating a text command, pressing F2 will show a preview of the text.
7: When setting actor parameters, left clicking will set the value, and right clicking will select a level to modify manually.
A primitive ape, like his descendents... Still Seekin'
total posts: 3996 since: Jul 2007
Dec 04, 08 at 4:41pm
re: *new* FAQs, Tips and Tutorials
Database
Spoiler:How are RMXP's battle algorithms calculated?
STATS
Normal Attacks
attack=(attacker's attack-defender's physical defense)/2 or 0 if negative The basic attack strength is half of the difference between the attacker's attack strength and the defender's physical defense. Simple enough, right? If it's negative, it's set to 0.
damage=attack*(20+attacker's strength)/20 The basic damage is the calculated attack times 20 plus the attacker's strength, over 20. This basically multiplies the damage by 1 plus a twentieth of the attacker's strength.
Guarding halves damage taken.
The damage is multiplied by an elemental multiplier corresponding to the rank of efficiency of the target: A=2.0, B=1.5, C=1.0, D=0.5, E=0.0, F=-1.0 (absorbs damage) You see the elemental resistance grades in the classes and enemies sectios of the database? They determine what the damage is multiplied by if it's elemental.
amp=0.15*damage Tis sets the variable amp to 15% of the total damage.
damage=damage+2*rand(amp+1)-amp This adds to the total damage a 2 random numbers between amp+1 and 1, then subtracts amp itself. This causes minor variance in the attack damage.
critical rate=4*attacker's dexterity/defender's agility This basically sets the critical hit rate to 4 times the ratio of the attacker's dexterity and defender's agility. (It would be 4% if they are the same) A critical hit deals double damage.
evasion=8*defender's agility/attacker's dexterity+defender's evasion This makes the evasion equal to 8 times the defender's agility over the attacker's dexterity, plus the defender's basic evasion. Total evasion is subtracted from the normal hit percentage of 100%.
Skills
power=skill power+attacker's attack*skill's atk-f/100-defender's physical defense*skill's pdef-f/100 or defender's magical defense*skill's mdef-f/100 This sets the basic power of a skill. It takes the basic power of the skill and add one hundredth of the attacker's attack strength times the amount attack affects the skill's damage. (An atk-f rating of 0 means that atk doesn't affect the skill and makes it a spell) Then the defender's physical or magical defense times how much it affects the damage, divided by 100 is subtracted. This works like with attack. The higher the pdef-f or mdef-f, the more it affects the final damage.
rate=20+(attacker's strength*skill's str-f+attacker's dexterity*skill's int-f+attacker's agility*skill's int-f+attacker's intelligence*skill's int-f) This sets the variable rate to 20 plus one hundredth of the attacker's strength, dexterity, agility, and intelligence, all multiplied by how much they affect the damage.
damage=power*rate/20 This sets the damage to one twentieth the power times rate.
Adjusted by elemental resistance with the same multipliers as normal attacks, damage is halved if guarding.
Variance is the same as normal attack, but the 0.15 is the variance of the skill over 100.
evasion=evasion*skill's eva-f/100 This works much like normal evasion, but also factors in how much evasion affects accuracy of the spell.
Item Use
For recovering HP, recover hp=(defender's physical defense*item's pdef-f+defender's magical defense*item's mdef-f)/20 For some reason, a twentieth of the usee's defenses (multiplied by how much they affect the item's use) are factored in for HP recovery.
Variance in effectiveness is calculated in the same way as with skills.
Items are suject to elemental resistance multipliers. Effectiveness halved if guarding How does this make sense?
Slip (Poison) Damage
Damage per turn=max hp/10 Plain and simple; poison-like effects remove a tenth of the victim's maximum HP per turn.
A primitive ape, like his descendents... Still Seekin'
total posts: 3996 since: Jul 2007
Dec 04, 08 at 5:37pm
re: *new* FAQs, Tips and Tutorials
That's what I put in the second post under 'Stats'. I just looked at the title you used. Do you want me to call it something different? Or did I take the wrong thing?
------------------- More... Need more souls!!
PM me to hear about how bad I fail at Zelda! No, I mean it, it's epic
oh, should I have put my photoshop tutorial in here??? 8-O
This is for general points on how to use RPG Maker XP and common questions people ask. You should have your tutorial put in the tutorial section, if there is one