Advanced RPG Maker FAQ by Goemon Version 1.0, created on 8/14/01 This document is copyrighted to Roman Kalinoski. You may not reproduce it in any shape or form with out my permission. This guide should only be found on: -GameFAQs.com -rpgmarena.cjb.net If you have found this guide anywhere else, email me and I'll get on their case. Note: This guide assumes knowledge of the basics of RPG Maker. (Switching, System Data, Events) _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Contents 1. Basic (and frequent) RPG Maker Questions 1.1: Where do I get RPG Maker? 1.2: You mean, RPG Maker 2000? 1.3: How much memory card space does a game take up? 2. Cut Scenes 2.1: How do I make lots of people move at once? 2.2: How do I make someone get killed? 2.3: How do I make a driving scene? 2.4: How do I make an RPG Maker movie? 3. Stores and Shops 3.1: How do I make a custom inn? 3.2: How do I make a custom store? 3.3: How do I make a magic shop? 3.4: How do I make a blacksmith? 4. Characters 4.1: How do I balance my party? 4.2: How do I balance my battles? 4.3: How do I make a character switching room? 5. Battles 5.1: How do I make non-random battles? 5.1.1: How do I make non-random battles disappear forever? 5.1.2: How do I make non-random battles re-appear whenever I enter an area? 5.1.3: How do I make semi-random battles? 5.2: How do I make random stat increases? (a la SaGa Frontier) 5.3: How do I make a Blue Magic system? 6. Music 6.1: How do I make custom music? 6.2: How do I change how the default music sounds? 7. More Events 7.1: How do I make a one-time-only event without wasting a switch? 7.2: How do I make a timed event? 8. Custom Battle Systems (Coming in v.2!) 8.1: What is a Custom Battle System? (Coming in v.2!) 8.2: Why make a Custom Battle System? (Coming in v.2!) 8.3: How do I make a simple Custom Battle System? (Coming in v.2!) _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 1. Basic (and frequent) RPG Maker Questions ----------------------------------------------------------------------------------------------------------------------- 1.1: Where can I get RPG Maker? You can get a copy of RPG Maker wherever video games are sold. RPG Maker isn't produced in large quantities, so it is generally rarer than most other games. ----------------------------------------------------------------------------------------------------------------------- 1.2: You mean, RPG Maker 2000? No. RPG Maker 2000, for those of you who don't already know, is an illegal piece of RPG Making software for the PC. It was translated and illegally put up for download on the internet. This guide is for the legal RPG Maker for the Playstation. ----------------------------------------------------------------------------------------------------------------------- 1.3: How much memory card space does a game take up? It all depends on how large your game is. Your System Data can be anywhere from 1 to 15 blocks. Your scenario data can be as large as you want. I've seen games that are 52 blocks, and some that are 2 blocks. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 2. Cut Scenes ----------------------------------------------------------------------------------------------------------------------- 2.1: How do I make lots of people move at once? You have to duplicate the event. If you just copy and paste, the two (or more) events will be separate. If you duplicate, (press the (x) button and scroll down to "Duplicate") the events will be linked together. For instance, if you have two knights that you want to walk up to your main character at the same time, you would write the events for the first knight, and then duplicate it and place the duplicate where you want the second knight to start. Then, when the event is activated, both knights will start walking. You can make duplication as complicated as you want. You can make an army scene by duplicating anywhere from ten to hundreds of soldiers, and setting them to walk up, down, left or right. The "Move to Point" event does not work well with Duplicates, unless you want a bunch of monsters to merge into a super-monster or something like that. Not only can you make duplicates walk, but you can make them do other cool things. Just about everything under the "Event Status" menu is good for cut scenes. Most other things don't work for duplicates. For instance, you can't have your duplicates use the "Light Ball" effect all at once. You also can't have them say things in those little message bubbles all at once. Here's some event code for making 10 people walk forward three steps. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Move Event:Up:3 Then, save the event and duplicate it. ----------------------------------------------------------------------------------------------------------------------- 2.2: How do I make someone get killed? The most common way to kill off a character in a cut scene is to use the "Flashing Event" option under the "Event Status" menu. However, there are many more creative ways to kill a character. For instance, object graphic no.79 color 3 looks like blood. You can take over an event, have it change its graphic to blood, and place the event anywhere around the character you want killed. It makes them look like they're gonna bleed to death. If you still want to use the "Flashing Event", there are ways to put some life into it. Use the "Move Event" option under "Event Status", and set it to move the character back however many spaces you want. Then, turn on "Don't Face", "Don't Step" and "Flashing". It makes them look like they've been knocked back. Here's the event code for an elaborate death. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Move Event:Up:2(Don't Face)(Don't Step)(Flashing) 01: Take Over:Event No 2: Page 1 Event no.2 Page 1 Start: From All, Do Not Start Page Conditions: None Event Contents: 00: Change Event Graphic (Obj. 78 Clr. 3) 01: Unable to Execute Event ----------------------------------------------------------------------------------------------------------------------- 2.3: How do I make a driving scene? This is tricky. If you don't have the basics of RPG Maker down, I don't suggest trying this. First, you need to use the Dungeon Creator. Make a wide road with grass or desert on either side. In the center of the road, make something that resembles a vehicle. It's difficult to do this with RPG Maker, but if you get creative, you can pull it off. Now, save the dungeon and go to the Event Creator. If you're using a grassland as the setting for the drive, make a bunch of grass/flower looking events. Place them out of sight from the vehicle. For each one, set it to move down however many spaces it takes to get it to go past the vehicle and out of sight to the bottom. Make it move quickly. Put a sound effect in there that sounds like a doppler shift. Then, set it to wait a little bit, and have it take over the next one. For a drive in the desert, you can use boulders and rocks. Here's the event code for the above situation. Intro Event Page Conditions: None Event Contents: 00: Take Over: Event No 1: Page 1 Event no.1 (out of sight, screen top) Page Conditions: None Event Contents: 00: Move event:Down:12 01: Sound Effect:19: Pitch:1 02: Take Over: Event No. 2: Page 1 Event no.2 (same as page 1) (Continue for as long as you want.) ----------------------------------------------------------------------------------------------------------------------- 2.4: How do I make an RPG Maker Movie? By "movie", I mean a game that's just one really long cut scene. I've seen short movies be made with RPG Maker, but never anything longer than five minutes. If you want to make an RPG Maker movie, all you have to make are the main characters, dungeons and events. You don't even have to bother with switching, unless you're planning on re-using dungeons for different scenes. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 3. Stores and Shops ----------------------------------------------------------------------------------------------------------------------- 3.1: How do I make a custom inn? Since many people dislike the default inn, custom inns are popping up all over the RPG Maker world. They're very easy to make, and you can spice them up to add some cinematics to your game. Your bare-bones custom inn has just three things: an opening message, healing your characters, and the part where they take your character's money. Here's the event code for a bare-bones inn. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Display Message: You don't have enough gold. Page 2 Page Conditions: Gold: 10 or more Event Contents: 00: Display Message: Do you want a room? 01:2 Way Choice: Yes/No 02:Gold: -10 03:Party Status:HP 9999 04:Party Status:MP 9999 05:Restore Party Status 06:Choice 2 07:Display Message: Too bad. ----------------------------------------------------------------------------------------------------------------------- 3.2: How do I make a custom store? Custom Stores are a step up in difficulty from custom inns. If you're going to make a custom store with lots of items for sale, be prepared to have mucho page conditions. Here is the code for a simple, one item store. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Display Message: You don't have enough gold. Page 2 Page Conditions: Gold: 10 or more Event Contents: 00: Display Message: Do you want to buy a drink? 01: 2 way choice: Yes/No 02: Gold -10 03: Add Item:No 1 Drink 04: Choice 2 05: Display Message: Fine with me. Now, if you want to sell more than one thing, it gets a little more complicated. It's best to have each item be a separate event. (i.e. a sword object graphic for a sword, an armor object graphic for, well, armor, etc.) so that you don't have to use lots of 3-way choices. ----------------------------------------------------------------------------------------------------------------------- 3.3: How do I make a Magic Shop? There are two ways to make magic shops. The first way is to make the above custom store, but add a "learn magic 'x'" command in there somewhere. The second, and more common way is to make items for all the spells. Then, make a shop that sells some of these items. Finally, make an event in which the player has to use the purchased items to learn the magic. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Item Shop Event no.2 Page 1 Start From All (Use Item No 1 Magic) Page Conditions: None Event Contents: 00: Remove Item: No 1 Magic 01: Learn Magic: 1 NewChara Add as many pages to event no.2 as you have spells, but change the start conditions to match the purchased spell. ----------------------------------------------------------------------------------------------------------------------- 3.4: How do I make a Blacksmith? It depends on what kind of blacksmith you want. Making a blacksmith is actually quite easy. Here's how you make a simple blacksmith shop: Event no.1 Page 1 Page Conditions: None Event Contents: 00: Display Message: I can't combine any of your items. Page 2 Page Conditions: Have Item no.1 Sword, Have Item no.2 Nunchaku Event Contents: 00: Display Message: I'll make some swordchucks for 10 gold. Okay? 01: 2 way choice: yes/no 02: Display Message: Great! 03: Remove Item: No 1 Sword 04: Remove Item: No 2 Nunchaku 05: Add Item: No 3 Swordchucks 06: Display Message: Here you go! 07: Gold -10 You can change the page conditions, text and items for whatever items you want. You can have as many pages of this as you want. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 4. Characters ----------------------------------------------------------------------------------------------------------------------- 4.1: How do I balance my party? Most RPG designers use what is called the "35 rule". The 35 rule is that the total of a character's stats has to add up to 35. That way, your characters are balanced and everyone is happy. You could use 40 or 50 if you like more powerful characters. ----------------------------------------------------------------------------------------------------------------------- 4.2: How do I balance my battles? There is no set rule to battle balancing. The only way to make your battles good is to test them. Test play the game, and take note of what your party's levels are. Then, use the battle tester, and test your party against the enemies you plan to put into the area and see how they do. ----------------------------------------------------------------------------------------------------------------------- 4.3: How do I make a character switching room? For games with lots of main characters, a character switching room is just about required. Here's how to make one: Each character has to be an event. With the event below, just change the event graphic and the the character added to your party. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Add Character: 02 Steve Change Event Graphic: No Graphic Page 2 Page Conditions: Character 02 Steve Yes No graphic No Event Contents _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 5. Battles ----------------------------------------------------------------------------------------------------------------------- 5.1: How do I make non-random battles? A simple non-random battle, where you can see your opponent before you fight them, is made just like a boss battle. There are three ways of making non-random battles. Below is the code for a non-random battle that never disappears. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Battle Pretty simple, huh? Now, you need to make it so that you won't have to fight the battle again and again. There are two main ways of doing this. ----------------------------------------------------------------------------------------------------------------------- 5.1.1: How do I make non-random battles disappear forever? You need to make the battle a treasure event. Pretty simple, huh? The only problem is that if you leave the scenario and come back, all of the battles will come back, too. If you're not planning on having multiple scenarios, and you don't want too much level building in your game, this is the method for you. ----------------------------------------------------------------------------------------------------------------------- 5.1.2: How do I make non-random battles re-appear whenever I enter an area? This method, which is quite similar to that of Chrono Trigger and SaGa Frontier, is very simple. It requires that a few lines of code be added to the non-random battle. (see 5.1) Here is the code for a re-appearing non-random battle. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Battle 01: Change Event Graphic:No Graphic 02: Unable to Execute Event ----------------------------------------------------------------------------------------------------------------------- 5.1.3: How do I make semi-random battles? If you want to be able to see monsters before you fight them, but not have to fight the same monsters each time, this is what you have to do. Event no.1 Page 1 Page Conditions: None Event Contents: 00: 3-way choice 33% choice 2 33% choice 3 01: Battle 02: Change Event Graphic:No Graphic 03: Unable to Execute Event 04: Choice 2 05: Battle 06: Change Event Graphic:No Graphic 07: Unable to Execute Event 08: Choice 3 09: Battle 10: Change Event Graphic:No Graphic 11: Unable to Execute Event If you want to use the method described in 5.1.1 with semi-random battles, just take out the last two lines in each of the three choices. (02 & 03, 06 & 07, 10 & 11) ----------------------------------------------------------------------------------------------------------------------- 5.2: How do I make random stat increases? (a la SaGa Frontier) Random Stat Increases can only be done with non-random battles. (see 5.1) You cannot do this with treasure events. Random Stat Increases uses three-way choices and multiple pages to increase the stat of a random character after each fight. If you have more than four characters in your game, and the player can choose their party freely, than this becomes much more complicated. This example is for a party of four characters. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Battle 01: 3-way choice 33% choice 2 33% choice 3 02: Take over the event page 2 03: Choice 2 04: Take over the event page 3 05: Choice 3 06: 2-way choice choice 2 50% 07: Take over the event page 4 08: Choice 2 09: Take over the event page 5 Page 2 00: 3-way choice 33% choice 2 33% choice 3 01: Change STR: 1 Bob (set the increase to whatever value you want) 02: Take over the event page 6 03: Choice 2 04: Change DEF: 1 Bob (set the increase to whatever value you want) 05: Take over the event page 6 06: Choice 3 07: 3-way choice 33% choice 2 33% choice 3 08: Change STA: 1 Bob (set the increase to whatever value you want) 09: Take over the event page 6 10: Choice 2 11: Change INT: 1 Bob (set the increase to whatever value you want) 12: Take over the event page 6 13: Choice 3 14: 3-way choice 33% choice 2 33% choice 3 15: Change AGI: 1 Bob (set the increase to whatever value you want) 16: Take over the event page 6 17: Choice 2 18: Change Luck: 1 Bob (set the increase to whatever value you want) 19: Take over the event page 6 20: Choice 3 21: Unable to execute event Page 3 00: 3-way choice 33% choice 2 33% choice 3 01: Change STR: 2 Joe (set the increase to whatever value you want) 02: Take over the event page 6 03: Choice 2 04: Change DEF: 2 Joe (set the increase to whatever value you want) 05: Take over the event page 6 06: Choice 3 07: 3-way choice 33% choice 2 33% choice 3 08: Change STA: 2 Joe (set the increase to whatever value you want) 09: Take over the event page 6 10: Choice 2 11: Change INT: 2 Joe (set the increase to whatever value you want) 12: Take over the event page 6 13: Choice 3 14: 3-way choice 33% choice 2 33% choice 3 15: Change AGI: 2 Joe (set the increase to whatever value you want) 16: Take over the event page 6 17: Choice 2 18: Change Luck: 2 Joe (set the increase to whatever value you want) 19: Take over the event page 6 20: Choice 3 21: Unable to execute event Page 4 00: 3-way choice 33% choice 2 33% choice 3 01: Change STR: 3 Les (set the increase to whatever value you want) 02: Take over the event page 6 03: Choice 2 04: Change DEF: 3 Les (set the increase to whatever value you want) 05: Take over the event page 6 06: Choice 3 07: 3-way choice 33% choice 2 33% choice 3 08: Change STA: 3 Les (set the increase to whatever value you want) 09: Take over the event page 6 10: Choice 2 11: Change INT: 3 Les (set the increase to whatever value you want) 12: Take over the event page 6 13: Choice 3 14: 3-way choice 33% choice 2 33% choice 3 15: Change AGI: 3 Les (set the increase to whatever value you want) 16: Take over the event page 6 17: Choice 2 18: Change Luck: 3 Les (set the increase to whatever value you want) 19: Take over the event page 6 20: Choice 3 21: Unable to execute event Page 5 00: 3-way choice 33% choice 2 33% choice 3 01: Change STR: 4: Ana (set the increase to whatever value you want) 02: Take over the event page 6 03: Choice 2 04: Change DEF: 4: Ana (set the increase to whatever value you want) 05: Take over the event page 6 06: Choice 3 07: 3-way choice 33% choice 2 33% choice 3 08: Change STA: 4: Ana (set the increase to whatever value you want) 09: Take over the event page 6 10: Choice 2 11: Change INT: 4 Ana (set the increase to whatever value you want) 12: Take over the event page 6 13: Choice 3 14: 3-way choice 33% choice 2 33% choice 3 15: Change AGI: 4 Ana (set the increase to whatever value you want) 16: Take over the event page 6 17: Choice 2 18: Change Luck: 4 Ana (set the increase to whatever value you want) 19: Take over the event page 6 20: Choice 3 21: Unable to execute event Page 6 00: Change Event Graphic: No Graphic 01: Unable to Execute Event You should add little messages in there, like "Bob's STR up" or "Ana's HP up" so that the player will know whose stats got increased by what. Just copy and paste this event throughout your game, changing the battles to suit the area. ----------------------------------------------------------------------------------------------------------------------- 5.3: How do I make a Blue Magic system? Luckily, Blue Magic is much easier to make than random stat increases. (see 5.2) All it takes is two pages. Here's the simple Blue Magic code. This assumes that you only have one blue mage. If you have two blue or more mages, then you will have to get a little more complex. Event no.1 Page 1 Page Conditions: None Event Contents: 00: Battle 01: 2-way choice 60% choice 2 02: Display Message: Learned Magic 1! 03: Learn Magic: 1 Blue Mage (put spell here) 04: Switch 001 on 05: Change Event Graphic: No Graphic 06: Unable to Execute Event Page 2 Page Conditions: Switch 001 on 00: Battle 01: Change Event Graphic: No Graphic 02: Unable to Execute Event The switch and the second page are there to assure that you do not learn the same spell twice. If you're running low on switches, you can use an item instead. Change Event Graphic:No Graphic Unable to Execute Event _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 6: Music ----------------------------------------------------------------------------------------------------------------------- 6.1: How do I make custom music? Well, you can't _really_ make custom music, but you can come close. By stringing together sound effects, you can create some very complex songs if you have a lot of patience. This is one of the hardest things to do in RPG Maker, and it can take days to make a 20-second song. There are two things you need to use when creating music. 1: Sound Effects! These will be your different notes. Adjust the pitches accordingly. Remember that you cannot use sharps or flats, and there are only 19 pitches. 2: Wait! Without inserting "wait" commands in-between notes, they will sound at just about the same time. Not using "wait" commands is useful for making, say, a drum beat. I will not be posting an example for this, because music events can be extremely long. You thought that 5.2 was long? Ha! Music events can get into the thousands! Just a few things to remember for custom music: you cannot do anything while the music is playing. You cannot save this music with the rest of the RPGM music. Music events take up lots of memory, so be careful! ----------------------------------------------------------------------------------------------------------------------- 6.2: How do I change how the default music sounds? There are a few things that most RPG Makers overlook while playing around with background music. Most know about changing the tempo, but I hardly see games that use Reverb and Volume changes. Reverb: This changes the way the music sounds, sometimes dramatically. The Reverb settings are: None Room Studio A Studio B Studio C Pipe Hall You can change the Reverb Depth to anywhere from 1 to 6. Reverb is useful when you have one background tune playing for a long time, like in a town or dungeon, and a special event occurs. Even a slight change can improve the enjoyment of your game. The most dramatic of the reverbs is the "Pipe". Use this one wisely, because sometimes it can make the music screechy. Volume: This changes the volume of the music. This isn't used very much by RPG Creators. It can, however, be a useful tool. For instance, try turning the volume down during an important sound effect. (door, switch, etc) It heightens the drama of the event. Volume control is also good for long dialogues, giving it a more professional sound. Turn down the volume a little bit during a long scrolling intro, and people will notice your attention to detail. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ 7: More Events ----------------------------------------------------------------------------------------------------------------------- 7.1: How do I make a one-time-only event without wasting a switch? Simple! Use a treasure event instead of a normal event. The only problem with treasure events is that you cannot use them with intro events. With intro events, you almost always have to use the "Take Over" command, and you cannot take over a treasure event. Treasure Events are best for things like boss battles. Too many RPG Makers waste switches with boss battles. ----------------------------------------------------------------------------------------------------------------------- 7.2: How do I make a timed event? Timed Events are not easy to make at all. You cannot actually "time" an event down to the second, but you can control the number of steps your character can take before executing an event. For instance, let's say that your character is a Pizza Delivery Boy. Your character has to make it to the client's house in 10 minutes. The client's house is approx. 50 steps away from the Pizzeria. The event code below shows how to do this. Event no. 1 Page 1 Page Conditions: None Event Contents: Add item No 1 Time Add item No 1 Time Add item No 1 Time Add Item No 1 Time ~~~~~~~~~~~~~~~~~~ (repeat 56 more times) Switch 001 on Unable to execute event Page 2 Page Conditions: Switch 001 on Event Contents: None Event no. 2 Page 1 Page Conditions: None Event Contents: Remove Item No 1 Time Page 2 Page Conditions: Item No 1 Time No Event Contents: Display Message: Time Up! Move Location: Pizzeria Page 3 Page Conditions: Switch 002 on Event Contents: None Event no. 3 Page 1 Page Conditions: None Event Contents: Display Message: Thanks for my pizza! Switch 002 on Page 2 Page Conditions: Switch 002 on Event Contents: None Copy and past Event 2 until you cover the entire area where your character will walk. This is best for small areas, because doing this in a large area will eat away at your scenario data quickly. If you want to do this for your entire game, then you'll have to change your gold to something else, like "time", and reduce it each step. This is not suggested, because your scenario data will become absolutely huge. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ This is the end of the guide. If you have any questions, email me at rnkalino@rpgmarena.cjb.net _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ This document (c) 2001 to Roman Kalinoski. RPG Maker is a copyright of ASCII. This guide should only be found on the following sites: http://www.gamefaqs.com http://rpgmarena.cjb.net If you found this guide on any sites other than the ones listed above, email me and I'll get on their case. Do not reproduce this guide in any way, shape or form. Do not sell this guide. If you want to use this guide on your site, email me and we'll figure something out.