RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Rpgmaker 2k/2k3/( some XP Compitable ) Tutorials

0 Members and 2 Guests are viewing this topic.

*****
Ancient Mummy
Rep:
Level 90
Okay these are all not by me but i still had those so I will
now put most of them in here and also include the maker.



Catterpilar system
Spoiler for:
http://rmrk.net/index.php/topic,13909.0.html
Its a link because you might need some time reading this without have stupid spoilers in your face and its pretty big


Character transform skill
Spoiler for:


Some of you may be wondering how to make your party members transform,
correct?  Well...now you can!  Others may have already known it, but I
figured it out just this morning and it is actually very simple to do. 
It will call for an immediate and drastic course of action! 
Nah, not really...I just want to make this FAQ longer... 
Okay, let's get started!  To make life easier, please follow
the directions below!  Do remember that for each transformation, you need a
new character to be transformed from the original!


I will put all of this into easy-to-follow steps:

1.   Open the program, RPG Tsukuru 2000 (RPG School 2000).
2.   Open your game, whatever it is called.
3.   Enter the database, doesn't matter which way you choose.
4.   Click on the Skills tab near the top.
5.   Select an empty slot in the left column.
6.   Type in the name you choose to call it (one of mine is "Jikan Henshin").
7.   For the classification, choose Switch.
8.   Set the MP cost to whatever you want (mine is at 34 MP).
9.   Next, choose it's availability (you might want it at Battle only).
10.  Then put your description (mine is "Transform into time-shifting beast").
11.  Select a sound effect next (I keep it Breast, it doesn't say Beast).
12.  Pick a using message (I have "x: Jikan henshin!!!  Ryu no shin!!!")
13.  Click on the next "..." to choose a switch.
14.  Make a new one in an empty slot (mine is "0008: Jikan Henshin").
15.  Click OK on this window once you're done and to be safe, click Apply next.
16.  Click on the Common Events tab in the upper-right.
17.  Choose an empty slot as done in the Skills section.
18.  Give it a preferably relevant name (again, mine is "Jikan Henshin").
19.  For the next box, choose the Auto Start option.
20.  Leave the next option alone.

21A. Before you start with the commands, go to the Hero section.
22A. Give your transformation spell to any character.

21B. Go to the Items tab and make a unique item that invokes the skill.
22B. Asign it usage on desired characters.

23.  Return to the Common Events tab.
24.  Choose the one you were at earlier.
25.  Double-click on the Events Commands box.
26.  At the first page, choose "Change Party".
27.  Click on Remove Member and fix the member you want gone.
28.  Select OK to return to the database window.
29.  Double-click again on the same box, below the last command.
30.  Click on Change Party again.
31.  Click on Add Member and fix a member you want added (must be in "Hero" tab).
32.  Select OK and go to the "M.Party" tab.
33.  On all of your monster parties, double-click the Event Trigger box.
34.  Choose a switch but give it the same name you have been using before.
35.  Select OK, then in the command box, double-click.
36.  Go to Change Party and Remove the same character.
37.  When done, go to Change Party again and Add the member you want.
38.  With that finished, click on Apply to save what you did.
39.  You have finished all of the neccessary requirements.
40.  Now that you're done, have fun experimenting with different variations!

by Tori "AyaBrea" Love

Blinking character
Spoiler for:

This tutorial teaches your guy how to blink! Yes,
it is as easy as it sounds. Here's how you do it.
-------------------------------------------------
Setting it Up
1.Take the charset of your character and open it in
  some image edit-program. (paint will do fine)
2.For ALL of the frames of your characterset, make him/her
  with their eyes closed. For all 3 frames for each direction.
3.Save this image as blink.

Creating the Blinking event
1.Make a common event. Call it "blink"
2.Make it a parrallel process, with the conditions of
  having a switch called "BlinkOkay" ON.
3.Have it wait 4.5 seconds. (or however long you want it in between
  blinks.
4.Change the hero's graphic to "blink.png"
5.wait 0.1 secons.
6.Change the Hero's graphics back to the original Character set.(the
  one where the character has his/her eyes open.)
7.wait 0.1 second.
8.Change the Hero's graphics to "blink.png" again.
9.wait 0.1 second.
10.Change it back to the original Character set for the last time.

That's all there is to it! Remember to set the switch "BlinkOkay" ON
whenever the character is allowed to blink, and OFF when he/she
shouldn't. Making your character blink isn't manditory to the game,
but it does give the game more of a detailed look.
----------------------------------------------------------------------
Thanks for your time!

Made by Seith of Epyonweb


Share your game without the RTP
Spoiler for:
HOW TO SHARE GAMES WITHOUT INCLUDING THE RTP
--------------------------------------------
A FAQ by Condarion

--------------------------------------------

OK guys, you all know how annoying it is if you want to share your games
with friends and then you must realize your game doens't run on your friend's
computer because he doens't have installed the RTP. Annoying because you know
that the RTP is not needed, all needed files are included in the zip (or what
ever) you shared. This makes your game's size increase by 12 MB, too much, I
think (maybe you agree). So here are two ways to share your games WITHOUT the
need of the RTP.



1. IF YOU WANT TO USE THE GAME DISK MAKER INCLUDED IN RPGMAKER 2000

Usually, you include all RTP files inside of the setup files to make your
game run on other's computers. Here it goes: Simply remove the files inside
of the subdirectories to whereever you want, but DON'T remove the directories
themselves. Then, when making the game disk, let the Game Disk Maker include
the RTP files (though they aren't really included because you removed them, but
RM2k luckily doens't care).
(See Note to 2 also for explanation)




2. IF YOU WANT TO USE A CUSTOM INSTALLER OR SIMPLY ZIP THE GAME

First of all, you'll have to copy the Harmony.dll into your game directory. Then open
the RPG_RT.ini and add the following lines:

FullPackageFlag=1

This lets your game think the RTP is installed on the computer. Then you can zip your
game files or do whatever you want.




NOTE to 2:

This doens't work with way 1 because the Game Disk Maker removes the line "FullPackageFlag=1"
from the RPG_RT.ini for some reason. This line is only added if you really activate the
option "Include all RTP files in the Game Disk".


Now you don't need to include the RTP in your games. This makes your games' sizes alot
smaller and prevents you from carrying about unnecessary files.

--------------------------------------

Making a good game
Spoiler for:
----------------------------------------------------------
INDEX
----------------------------------------------------------
1)  HOW TO MAKE CHAR NOT APPEAR ON.
SCREEN AT THE BEGINNING OF YOUR GAME.
2)  IMPORT MP3 MUSIC.
3)  MAKE A BETTER INSTALL PROCESS.
4)  VISIT MY SITE AND E-MAIL ME IF YOU HAVE
TECH PROBLEMS OR SOME TIPS AND HINTS!
----------------------------------------------------------
1)

Okay.  If you wana make a good intro without your char suddenly
appearing and disappearing here is what you do.

1.At the character edit screen set your main char face,stats, etc.  for the
walk gfx set it to nothing at all.  If you already did just set it to a unseen
blank object like the one in the future set.  You know, the green square
with nothin in it!

2.Now to set the char walk gfx to what you want just set it to the one you
want during or after the intro you make.  Just go to change walk gfx on the
event screen in an event and set it to the one you want.

(NOTE):  Don't set it to a change gfx in the move event screen.  It dosen't work.
----------------------------------------------------------
2)

1.Heres how you import a MP3 into your game.  (WARNING):  It takes a while in the
game for the MP3 to start playing.

2.Now,  Download a music converter.  I suggest Music Match.  Just go to www.musicmatch.com
and download it.  Now once you have a music format converter,  take a MP3 of your
choice and tell it to convert it form a MP3 to WAV file.  Now just copy and paste
the WAV file into the files where your game is.  (REMEMBER):  It will take a while
for some MP3's to play during your game.
----------------------------------------------------------
3)

1.You can make a better Install Program that works properly!  Just go to www.clickteam.com
and download their Install Maker Program.  It's alot better than the Disk Maker for
RPG Maker 2000.
----------------------------------------------------------


Job system lvl up
Spoiler for:
here's how to make your heros level up their job as they level up

note: this won't work for chars that use 2 weapon types or a weapon on each hand
every char must have his own individual weapon

create a common event on parallel proccess called [CHARNAME] Job Level up or whatever
add a fork: if [CHARANAME].JLevelup is off:
fork:if [CHARANAME] level higher or equal than 25 (or whatever you want)
Change Walk GFX(optional)
change degree(new job)
change face(optional)
msg [CHARANAME] Job Level Up
change switch [CHARANAME].JLevelup on

if on the attacking animation the character appears hitting and
not just the slash or whatever then:

create a copy of every single weapon and change their animation to one with the new graphic
of the char(supposing you used change walk gfx)

and on the common event add

fork [CHARANAME] has eqquiped [WEAPON HERE] then:
chane equipment [CHARNAME] arms empty
add/remove [WEAPON HERE -1]
change equipment [CHARANAME] (the copy of the weapon with the new animation here]

and repeat for every single weapon for that char

CaCtUaR

Making a clock
Spoiler for:

Contents:
Watch
Day/Night - Time
Screen Tone
Extra! Stop timer to enter places

WATCH:
Alright go into the Database (F8) and go into items -
 Create an items called "Watch" or whatever you want to call it.
Classification is "Switch"
Explaination is whatever you want to call it (Ex. tells the time.)
Price: how much the watch is :)
Use number of times: Limitless
Then where it says ON Switch: I want you to make a switch and call it "Time"
- Select it and make it only Available at Field

WE WILL USE THIS LATER DONT FORGET ABOUT IT!!

Now switch over to common events
DAY/NIGHT - TIME
NOTE: THIS WILL RUN WHILE IN A BUILDING!!!
Read under this code for stopping of timer!

Put an event in a map where you start in with autostart
PSUEDOCODE:
<>Timer operations: Cost Creat0m.01s.
<>Timer operations: StartTmr
[NOW USE A SWITCH THAT WILL TURN THIS EVENT OFF
(USE ON SECOND PAGE TOO!!]

Here 1 REALIFE second is 5 mins on the game....
Here we will have 60 mins - hour. 24 hours - day. 30 days
 - month. 12 months - year.

Use this as number 1! call it midnight to day.
 Paralell Proces - Check the box and make a switch
 called "Midnight to Mid-day"
Now follow the code!

Here is the psuedocode.
[brackets] are my text
* are intendations
NOTE: ALWAYS WHEN CREATING A FORK KEEP THE BOX CHECKED AT THE BOTTOM!!!!!!!

<>Fork optn: Timer - 0m.00s.less [Select "Below"]
*<>Timer Operations:Cost Creat0m.01s.
*<>Timer operations:StartTmr
[CREATE A VARIABLE called "Minutes"]
*<>Variable Op:(####: Minutes) + ,5
*<>For Optn:Varbl(####: Minutes)-60 [Select "SAME"]
**<>Variable Op:(####: Minutes) - ,60
[CREATE A VARIABLE called "Total Hours" NOT HOURS!!]
**<>Variable Op:(####: Total Hours) + ,1
[CREATE A VARIABLE called "Hours" NOW YOU CAN!! :)]
**<>Variable Op:(####: Hours) + ,1
**<>For Optn:Varbl(####: Hours)-13 [Select "SAME"]
[CREATE A SWITCH called "AM"]
***<>Change Switch: (####: AM)-ON/OFF Triger
***<>Variable Op:(####: Hours) - ,13
***<>Variable Op:(####: Hours) + ,1
[Yes that's right -13, +1 so the clocks will read it
 as a 12 hour clock instead of 24]
***<>Fork Optn: Varbl(####:Total Hours)-25 [Select "SAME"]
[CREATE A VARIABLE called "Total Days"]
[This is for keeping track how many days you've played]
****<>Variable Op:(####: Total Days) + ,1
[CREATE A VARIABLE called "Days"]
****<>Variable Op:(####: Days) + ,1
****<>Fork Optn:Varbl(####: Days)-30
*****<>Variable Op:(####: Days)- ,30
[CREATE A VARIABLE called "Months" No need for total months unless
 you want to - if so just follow the basic psuedocode and use your
 brain to figure out whre to insert it.]
*****<>Variable Op:(####: Months)+ ,1
*****<>Fork Optn:Varbl(####: Months)-12 [Select "SAME"]
******<>Variable Op:(####: Months) - ,12
[CREATE YET ANOTHER VARIABLE called "Years" no need for Total years
 yadi yadi yada.....]
******<>Variable Op:(####: Years) + ,1

[now if you scroll down you will see a <> and then a bunch of
 excepting case and end cases - now what I want you to do is scroll
 down way underneith all of them and click on the <> at the bottom]
[CREATE A SWITCH called "Mid-day to Midnight"]
insert it into it:
<>Change Switch: (####: Mid-day to Midnight)-On Set
[Now turn off the last one]
<>Change Switch: (####: Midnight to Mid-day)-Off Set

That's all for this half - now to make it rotate through the day.
[VERY VERY EASY!!]
Now on the left side in Common Events Hi-lite the one you just
 made and press Control+C to copy it.
Now underneith the one you just made Go Control+V to paste it
 now simply where it says "Appearance Conditions Switch"
 With the box checked change it to the "Mid-day to midnight" switch.
and now at the bottom where you have:
<>Change Switch: (####: Mid-day to Midnight)-On Set
<>Change Switch: (####: Midnight to Mid-day)-Off Set
Change The mid-day to midnight to off and Midnight to mid-day on.
There you have it a pure 5 minute changing system!

Now we will do the watch event.
Now this is as simple as can be.

Name the Event "Watch" Select Parallel Process and set the switch to time.
 all above the events commands.
In the Events Commands
follow the psuedocode as shows:
<>Fork Optn:Varbl(####: Minutes)-0 [Select "SAME"]
*<>Fork Optn:Switch (####:AM)- ON
**<>Messg:\v(####):00 AM.
**<>Change Switch: (####: Time)-OFF Set
**<>
[This whole command is to prevent it from showing "3:0 AM or whatever
 the hour is"]
:Excepting Case
**<>Messg:\v(####):00 PM.
**<>Change switch: (####: Time)-OFF Set
**<>
:End Case
*<>
:Excepting Case
*<>Fork Optn:Varbl(####: Minutes)-5
**<>Fork Optn:Varbl(####: AM)- ON
***<>Messg:\v(####):05 AM
***<>Change Switch: (####: Time)-OFF Set
***<>
:Excepting Case
***<>Messg:\v(####):05 PM
***<>Change Switch: (####: Time)-OFF Set
***<>
:End Case
**<>
:Excepting Case
[Now we're done correcting the "12:0 AM and 12:5 AM"
[Note for the next part the first \v is hours and the second \v is minutes.
 Variable numbers]
**<>Fork Optn:Switch (####: AM)- ON
***<>Messg:\v(####):\v(####) AM
***<>Change Switch: (####: Time)- OFF Set
***<>
:Excepting Case
***<>Messg:\v(####):\v(####) PM
***<>Change Switch: (####: Time)-OFF Set
***<>
:End Case
**<>
:End Case
*<>
:End Case
<>

[Now every time you use the watch it'll show the time exactly!!!
 Congratulations to anyone who did it correctly!]

SET SCREEN TONE:

Now this part can be easy and it can be hard...
you will need to make 24 extra Common Events.
Label them from 1AM to 12PM then 1PM to 12AM
Here is the basic code for them all
[This is where the total hours comes in, all you have to do is
 change the number beside the Fork Option Variable to the corresponding
 to the hour in 24 hour terms!]

<>Fork Optn:Varbl(####:Total Hours)-1 [Select "SAME"] [Change the 1 to
 2 if its on 2 AM!]
*<>Set screen tone:[HOW EVER YOU WANT IT TO BE],14.5sec [now it will
 always be changing screen tones wherever you go realistic way!]
*<>
:End Case
<>
[You can copy and paste and just rename them and renumber them if you like.]


EXTRA! HOW TO STOP TIMER WHEN ENTERING A TOWN\BUILDING OR JUST WHATEVER!

Simply just place an event where you want the timer to start
Create a variable now Called "HoldTimer" for later referance.
Here will be the psuedocode that you will enter on your town on
 world map or where ever you want to put it:)
<>Timer Operation:StopTimr
<>Variable Op:(####:HoldTimer) Set, Timer Time remain
 [Click "SET" click "OTHER" find Timer Seconds left"]

And heres the psuedocode to start it up again
<>Timer Operation:Cost CreatV(####) [Use the HoldTimer]
<>Timer Operation:StartTmr

And there you have it!

by Dalmaz


Steal Command
Spoiler for:

This command *ONLY* works if there is one enemy in a monster party.
Sorry. Another version will come out once I figure out how to make it
so you an choose which enemy to steal from. This tutorial teaches you
how to make a "steal" command for all of those theives running around
in your RM2K games. Well, here goes.
--------------------------------------------------------------------

THE "STEAL" SYSTEM!

-Make a new spell called "Steal". Make it a switch,
  only available in battle. call the switch "Steal" and turn it ON.
-Go into a monster party and make 3 pages.
On the first page have it
  triggered if "steal" is ON.
1.Make a switch called "haventstole".
2.Make a fork option triggered is "haventstole" is OFF.
3.in the fork, have it set a variable called "Stealing" a random number
  between 1-100.
4.Make a switch called "steal2" and turn it on. (In fork)
5.Make another switch called "okaysteal" and turn that on as well. (In fork)
6.Make another fork (NOT inside the first fork) that is triggered is
  "haventstole" is ON.
7.(In the second fork) have a message say "You already stole an item!"
8.(In the second fork) make the switch "steal" turned off.

On the NEXT page(2)

1.make the page triggered if "steal2" is ON.
2.Make a fork option triggered if "Okaysteal" is ON.
3.(Inside the Fork) make another fork that is triggered if "steal" is
  74 or OVER.
**NOTE** STEP FOR IS ONLY FOR RANDOM STEALING ITEMS, OTHER WISE, FORGET STEP 4 & 5 AND MAKE IT ADD
AN ITEM OF YOUR CHOICE FOR THE BATTLE**
4.(In the second fork) make a variable called "item" and make it random
  by what rang of items you want. (#1 is Potion. If you ONLY want to steal potions, the rand. is 1-1. #2. is Teardrop. Putting the
rand. at 1-2 makes it ither steal a Potion or a teardrop)
5.(In the second fork) Add an item determined by the variable "ITEM"
6.(In the second fork) set the switch "steal" off.
7.(In the second fork) set the switch "steal2" off.
8.(In the second fork) set the switch "okaysteal" off.
9.(In the second fork) set the switch "haventstole" on.

Onto the next page(3)

1.Make a Fork Option, triggered if "okaysteal" is ON.
2.Make a fork Option (inside the first fork) triggered if "steal" is 74 or less.
3.(In the second fork) Message: "couldnt steal"
4.(In the second fork) change switch: "steal2" OFF
5.(In the second fork) change switch: "steal" OFF
6.(In the second fork) change switch: "okaysteal" OFF
7.(In the second fork) set the variable "steal" to 0.

You have to add this to all your battles you want this command to work in.
COPY/PASTE the pages. It doesnt take too long. Also, you might want to
change the recieving items according to what battle yur in. You dont want
to get the strongest weapon from something like a slime!

THATS ALL! Hope this wasnt too confusing!

Made by Seith of Epyonweb

Tent Tutorial
Spoiler for:
TENT-ONLY ACCESSABLE AT SAVE POINT
--------------------------------
(SETUP)
--------------------------------
Step 1-
Switches + Variables
Switch
[****:Tent1]
[****:Tent2]
*=number of switch/variable
Variables
[****:Save Point]

-------------------------
STEP 2-
ITEM SETUP

Item:TENT
Class:Switch
Use:1
ON SWITCH:[****:Tent1]
--------------------------
STEP 3-
Make Save Graphic in Chara file(1 line facing forward)

-------------------------------
(THE WORK)
-------------------------------
Step 1-
SAVE POINT

Regular event-
Event Start Condition-At hero touch
Priortiy Type-Common Top Char
Animation Type-Fixed Direction
Movement Speed-3: 1/2 faster
Movement Type-Stay Still
Graphics-Set:appropriate graphic
Events Commands
   Change Switch: [****:Tent2]- ON Set
   Play SE:   Item1(your choice)
   Flash Screen:   (***,***,***,***),0.5sec(W)
   Disable Saving:   Enable
   Call System Menu
----------------------------
STEP 2-
COMMON EVENT

Name: Tent
Event Start Condition-Auto Start   (Don't worry it won't freeze)
Appearence Conditions Switch-[****:Tent1]
Events Commands
   Variable Op:[****:Save Point] Set, Hero  Map ID
   Wait:   0.3s.
   Fork Optn:Switch [****:Tent2]-ON
      Call Inn: LodgCost0
      Change Switch: [****:Tent2]-OFF Set
      Goto Label:   1No
      <>
   :End Case
   Add/Remove Item:Tent->1Incr.
   Set Message Options:Norml,Bot,Fixed,Events Moves Ban
   Play SE:   Failure1   (Your choice)
   Messg:You Cannot use a tent here
   Set Message Options:Norml,Bot,AuScrlEvents Moves Ban
   Label:   1No
   Change Switch: [****:Tent1]-OFF Set
------------------------------------------
Now that you have all that down,
Make an event next to the save point

Graphics-None
Movement Type-Stay Still
Event Start Conditoion-At Hero Touch
Priority Type-Common Char Below
Movement Speed-3:1/2 faster
Events Commands
   Change Switch: [****:Tent2]-OFF Set
   Disable Saving: Disable
------------------------------------------
Now copy and paste that event so it occupies Walking areas around the save point
Example:
  []
[]SP[]
  []

SP= the save point
[]= the event

Now you should have a working tent item that works  only at a save point-Yaay

by PEPSIEDUDE01


Character switching system
Spoiler for:

*Note: I have written this in a style similar to the programming
 language "Visual Basic". It should be easy enough to
*understand. Generally, though, a decimal after a word
 represents that this is a property or method of the previous word.
*Thus "Item.Remove" Would mean to remove from the items
 (Using an Add/Remove Item Command) or
*
****************************************
----------------------------------------
Make an item (henceforth: "Warp Pendant") which summons
 the event "PartyChange." Here's what that does:
----------------------------------------

   EraseScreen
   Item.Remove "Warp Pendant"
   MemorizePosition (Three variables reserved for this purpose)
   RemoveFromParty (Here I just do this for every member possible
                   except the main character.[To change the main character,
                   just add to each character later the choice
                   to be Main character.)
   Teleport to CharacterSwitch (A room I made for this Event)
   ShowScreen
   Msg.Style = Trans, Up
   Msg = "Select a party \|\|\^" (these three commands at the
                                  end make it wait a few seconds and close)

----------------------------------------
Now I made an event with each character,
 active only if that character's "Joined" switch is on.
 (Has that character joined?)
----------------------------------------
****************************************
----------------------------------------
Each character asks "Would you like me to come along?"
 or something appropriate. On the Yes Event
 I add that character to the party, then use a
 Move event to change the graphic to an invisible sprite.
 You can make sure that more than four don't join
 (they CAN join, just not participate) I add:
----------------------------------------

   Variable vPartySize = Hero.PartySize
   If vPartySize = 4
      Msg: "Too many people are already present."
      (Here you could add a RESET event. Do NOT simply
       recall the WarpPendant it WILL make the character stuck here
       eternally.)

----------------------------------------
Have a teleport square somewhere...
----------------------------------------

   If vPartySize = 4
      GotoMemorizedPlace(those variables once again.)
      AddItem WarpPendant
   Else
      Msg: "Not enough members." (This isn't necesary.
                                  You can make it teleport with
                                  fewer characters if you want.)
   End if

----------------------------------------
Place that event in a normal (NonConditional) EventPage.
Make one page a piece for each Character. Have its condition
 be that the "Required" switch for that character
 ("Is this character required?") on.
----------------------------------------

   If Hero.(place character here).IsPresent
      if vPartySize = 4
         GotoMemorizedPlace(those variables once again.)
      Else
         Msg: "Not enough members." (This isn't necesary.)
      End if
   Else
   Msg: "(Place Character Here) is required.
   (Now call a RESET event)
   End if

----------------------------------------
That RESET event should be:
----------------------------------------

   Erase Screen
   Remove (All characters)
   Teleport to CharacterSwitch
   Show Screen

----------------------------------------
That's pretty complex, though, so it might
 be wise to use variables instead of switches.
----------------------------------------
For an example of this system in action, download my demo:
http://members.xoom.com/Shadowtext/zrg_half.zip

The room should be at the bottom of the availavble
 maps (it's not a child map.) The common event should
 be easy enough to find. (It'll take some time to *get*
 the WarpPendant, though. At least until you have four
 characters. Unless you cheat by turning on the debug event.
 It's next to Castle Acar. Just turn off it's conditions in the map.)
----------------------------------------
****************************************
by Shadowtext


Changing the symbol
Spoiler for:
Changing Symbols
   
    **NOTE: If you mess up your game by doing this, you can not hold me responsible.
  Create a new game and test it on that first, if you feel that you will delete your game.**

    This tutorial will teach you how to customize the symbols used in messages. You will
  need the following:     

       RPG Maker 2000 (duh)     
       An image editor     
       A program called "Resource Workshop" (download it off Don's site)

    First off, you will have to make the image for the symbols. Create an image that is 156
  by 48 pixels big, 256 colors, and a bitmap. The background color must be black, and
  the symbols must be white. (If you don't want to do all that, you can just save the image
  by clicking here).

    After drawing in all you images, save it (call it whatever you want, just make sure it's a
  bmp). Now here's the tricky part. Open the Resource Workshop, and open your game
  (the rpg_rt.exe file). Scroll down until you find EXFONT. Delete it. Now go to File:
  Add to project... In the box besides File name, type in *.bmp and press enter. Search for
  your symbols bitmap file, and when you find it, click OK. In the box with all the files,
  there should be a new one called BITMAP_1. Right click on it and click on Rename...
  and name it EXFONT. Now save the project.

    Open up your game in the RPG Maker program. Any time you want one of the symbols
  appear, just type in it's code in the message. The table below shows the coding for each
  image.


               $A
                  $B
                      $C
                         $D
                            $E
                               $F
                                  $G
                                     $H
                                        $I
                                           $J
                                               $K
                                                  $L
                                                     $M
               $N
                  $O
                      $P
                         $Q
                            $R
                               $S
                                  $T
                                     $U
                                        $V
                                           $W
                                               $X
                                                  $Y
                                                     $Z
               $a
                  $b
                      $c
                         $d
                            $e
                               $f
                                  $g
                                     $g
                                        $i
                                           $j
                                               $k
                                                  $l
                                                     $m
               $n
                  $o
                      $p
                         $q
                            $r
                               $s
                                  $t
                                     $u
                                        $v
                                           $w
                                               $x
                                                  $y
                                                     $z


  Created by Norwolf (David T. Allen)


NOTE :  1.Maybe some more will be added later I don't know yet
             2.Some link might not work anymore hope you will understand that.
             3.I haven't read them all so don not blame me if something goes wrong or you will get pissed due to some reason..
             4.And if you use these please give credits to the creator of the Tutorial he will be much appreciated.

Enjoy
« Last Edit: March 25, 2007, 07:39:53 PM by Snailer »

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
credits?  ;D
Watch out for: HaloOfTheSun

*****
Ancient Mummy
Rep:
Level 90
Putted at the end of each spoiler..
But i dont need them

pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
ahhh I didn't see them.
Watch out for: HaloOfTheSun

*****
Ancient Mummy
Rep:
Level 90
Added Catterpilar to the list and used an link because its a rather big one.

*****
Ancient Mummy
Rep:
Level 90
Ma\ybe a link in Ur thread noum ?

*
A blessing
Rep:
Level 91
<3 Back.
This is a good thread. Thanks for sharing!

*****
Ancient Mummy
Rep:
Level 90
No reply's :D ??

Not even a Well done :D ?

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Very nice. I don't use 2k or 2k3 anymore, but a few of these are applicable to XP as well. Are they in the index? They should be. It is a very good compilation of tuts.

*****
Ancient Mummy
Rep:
Level 90
Thank you and yes its in the database :D

*** updated Title ****
« Last Edit: March 29, 2007, 05:22:40 PM by Snailer »

**
Rep:
Level 87
What is the clock thing for RPG 2003 or XP or 2000 I Have 2003 and I cant find anything that says timer operations start0 watever

*****
Ancient Mummy
Rep:
Level 90
What is the clock thing for RPG 2003 or XP or 2000 I Have 2003 and I cant find anything that says timer operations start0 watever

I dont use RpgMaker 2000 or 2003 , I think its a XP tutorial  ::)

soo.. Someone else knows the answer here !?

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
It's on the 1st page. Here's a screen:


pokeball :)OfflineMale
********
Cheese
Rep:
Level 95
?
tut index anyone?  :D
Watch out for: HaloOfTheSun