------------------------------ |Blacksmith FAQ | |by BlackWarOnmimon | |version 2.0 | |copyright 2001-2002 | |by Kevin Mendes | |RattlesnakeKev@angelfire.com| |----------------------------| <---------------------------------------------------> !!!!!!LEGAL INFO!!!!!! <---------------------------------------------------> This FAQ may only be post on http://www.therpgplanet.com/ and http://www.gamefaqs.com/ and not on any other website. You may not sell, reproduce, or in any other way copy or alter this FAQ. This FAQ is copyright of Kevin Mendes. RPG Maker is a registered trademark of ASCII CO. Anything reguarding this copyright please e-mail me at RattlesnakeKev@angelfire.com <----------------------------------------------------> !!!!!!END OF LEGAL INFO!!!!!! <----------------------------------------------------> _______________________________________________ | Table | | of | | Contents | |_____________________________________________| |1:Version Info | |_____________________________________________| |2:Where is the blacksmith shop? | |_____________________________________________| |3:What you will need to know | |_____________________________________________| |4:Events | |_____________________________________________| |5:Display a message and graphic | |_____________________________________________| |6:Adding Pages | |_____________________________________________| |7:Page conditions | |_____________________________________________| |8:Inventory | |_____________________________________________| |9:Two and Three way choice | |_____________________________________________| |10:Item creation | |_____________________________________________| |11:Shops | |_____________________________________________| |12:Putting it together | |_____________________________________________| |13:Bank System *NEW!* | |_____________________________________________| |14:System Data *NEW!* | |_____________________________________________| |15:Newbie FAQ | |_____________________________________________| |16:Credits | |_____________________________________________| |17:Special Thanks | |_____________________________________________| <---------------------------------------------------> 1:Version Info <---------------------------------------------------> 2-11-02 3:24 am:I finally finshed version 2.0...my hands need to rest now...very tired...anyway its finally done so enjoy! 12-15-01:v2.0-The FAQ is finally up at the planet. Well version 2.0 will have a bank system in it and a section just on system data. I also formated the guide so it fits without scrolling so much. Enjoy! 11-24-01:v1.0-Just started and the Planet is willing to host it. I am also going to try to get it up at GameFAQs. It should not just teach how to make a blacksmith but also about other aspects of the game. Looks like alot to do though. <---------------------------------------------------> 2:Where is the blacksmith shop? <---------------------------------------------------> There is no blacksmith shop right off the bat. You got to use your mind and skills and it is possible to create a blacksmith. In fact it is one of the easier advanced thing to do in RPG Maker that can add alot to your game. So if you are ready and your willing to learn lets go and teach you some things you will need to learn. <----------------------------------------------------> 3:What you will need to know. <----------------------------------------------------> A custom blacksmith is a combination of several different aspects and parts of RPG Maker. I have put up a section of each of the things you will need to know so feel free to skip any parts you may already know. You will need to know the following: Events Display a message and Graphic Adding Pages Page conditions Inventory 2 and 3 way choice Item Creation Shops I will then teach you how to put all of those together and make a custom blacksmith system. Now get ready because if your new to this your about to take in a lot of information. <-----------------------------------------------------> 4:Events <-----------------------------------------------------> Ok I want you to go into scenario mode and go to your blacksmith store. There is a countless amount of things to do with events but now I just want you to press x. You will get a small event pop-up with the following on it: Create Event-The most basic command and yes this is need for the blacksmith Treasure Event-You may or may not use this in conjuction with the blacksmith. Duplicate Event- I never have used this. It just copys events. Cant be the target of take overs. Intro Event-You'll probably use this in your game but has no impact on the blacksmith. Ok now I will explain in the following sections parts of the regular event command that you will us in the blacksmith system. <----------------------------------------------------> 5:Display message and Graphics <----------------------------------------------------> Ok this is the most basic of all commands and will be needed for your blacksmith. (or any RPG game for that matter) I want you to now choose Create Event command and on the first page where it says Graphic (Gee I wonder what that does) change it from No Graphic to whatever Graphic you want. For diffrent situations you'll want different graphics. Now also on the first page there are two other major options: Move Type and Start Type. Move Type is just what it says. You can choose if you want it to move including what direction to have it move in and you can choose what direction to have it face. Start Method decides how and when the Event will start. You can have it start in many ways but for a custom blacksmith you will probably have it start from all directions and have it start when checked. Now for Message Display. This is another simple thing. Go up to Event Contents and press x. Another menu will pop-up. Choose Display Message from it and you will get another menu allowing you to choose what type of message you want. Here are the different types: Normal-A regular old window a the bottom of the screen is displayed with your message. Probably the most often used of all. Main Character-A white ballon pops up above the Main Characters head. It can fit a small amount of letters so use it for things like "..." or "zzz". Event-Same as the one above only its at the Event Location. Message 1-Your message slowly scrolls up from the bottom of the screen. Really good when telling a legendary tale or something like that. Message 2-Your message appears in the center of the screen with a black backround. Same as the one in the start of Gobli's story. I really dont think I gotta to explain how to enter a message. If you wish to edit a message or anything else press square at the Event Contents screen. <-----------------------------------------------------> 6:Adding Pages <-----------------------------------------------------> Pages and Page conditions frighted many new RPG Maker players but remember there not your enemie there your friend! Adding a page is very simple all you have to do is at the first page screen press triangle. You can either add a page to the front or back or even cut and copy pages! I wont get into page conditions until the next section. But since thats how you add a page lets go on to the next section. <------------------------------------------------------> 7:Page Conditions <------------------------------------------------------> Ok first off PAGE CONDITIONS ARE NOT SWITCHS!!! Because Page Conditions are not switchs dont e-mail me about switching help! Now Page Conditions could involve switchs a custom blacksmith does not. Now add a page to the back (As described in the last section) and press the d-pad right to move to the second page. Now see at the bottom of the screen where it says page conditions? Go there. On the first line press x. You will get another menu. From this menu you can set the following page conditions: *NOTE!*:IF YOU PUT TWO OF THE SAME PAGE CONDITIONS IT WILL ONLY CHECK FOR ONE!!! Swicth-For gods sake if you dont know switchs leave this ALONE! If you do then setting this and choosing the appropriate switch will need to be either on or off for the event to activate. Characters-Setting this and choosing the appropriate characters means that the characters you choose will need to be in the party for the event to activate. Item-Setting this and choosing the appropriate Item means that you must have that Item in your inventory for the event to activate. Gold-Setting this and choosing the appropriate amount of Gold means the player will need either more or less than the ammout of Gold for the event to activate. Party-Sets the number of characters needed in the party for the event to activate. System-Setting this and the appropriate system option means that the specified sysem option must be on for the event to activate. Now once you have done this you can go into event contents and treat it like a regular event only that it will only activate when the conditions are met by the player. Heres an example: Page 1/2 Event Contents-Yes Character 1 Clr 1 Move Type-Random Start-From All Check Page Conditions - - - - - - Now for the front of the second page Page 2/2 Event Contents-Yes Character 1 Clr 1 Move Type-Random Start-From All Check Page Conditions Item Needed-Potion - - - - - - Now the Event Contents Screen for the first page: Page 1/2 00-Message:I really need a Potion! 01 02 03 04 05 06 Now for Page 2's event contents screen Page 2/2 00-Message:Hey I'll give you 200 gold for that Potion? How about it? 01-2 Way Choice:Yes/No 02-Message:Cool here you go! 03-Remove Item:Potion 04-Gold +200 05-Choice 2 06-Oh ok. Now with that example you can see how page conditions work. Go ahead and try that out. That is also the base of a custom blacksmith shop so when I get there it should be familar. Now on to the next section. <-----------------------------------------------------> 8:Inventory <-----------------------------------------------------> Another very simple yet needed function in RPG Maker. Now go in to Event Contents. Press x in Event Contents and go down to Inventory. Another menu will pop-up with 3 options will appear. To add a item choose Add Item from the menu and choose your item you want to give the player. To take away a item choose Remove Item from the menu and choose the item you wish to steal from the player. And finally to change the ammount of gold just choose Gold from the menu and input your ammount of gold that you want to add or decrease. That pretty much does it as far as Inventory. <-----------------------------------------------------> 9:Two and Three way choice <-----------------------------------------------------> Alright. Two and Three way choice is pretty much required for a blacksmith but luckly its very simple. Now go into Event Contents and guess what? You are going to press the magic button x! Just like for the past 3 sections! Now in the pop-up menu choose 2-way choice. Now you will get a menu with 4 different options: Yes/No:Self explanatory. It gives the player a yes or no choice. 2 Messages:This option allows you to enter 2 diferrent messages which will act as the players 2 choices. Probability:A fun choice where you can set the probability in percentages, when the computer makes the choice for the player. This can be used for slot machines and alot of other add-ons. Win/Loss:Set this right after a battle and if the player wins choice one happens and if he loses choice 2 happens. Good for branching your story into different storylines. Now lets set up an example: Page 1/1 Event Contents-Yes Character 10 CLR 1 Move Type-Dont Move Start Type-From All Check Page Conditions - - - - - - Now for the Event Contents Page 1/1 00-Message:You dare try to stop me!? 01-2 Way Choice:Yes/No 02-Battle01-Dan 03-Message:****!! Your good. 04-Choice 2 05-Message:Ha. Wuss. As you can see above you put what you wat to happen in choice 2 after the line that says Choice 2. Try mimicing the above situation. After your done lets move on to 3 way choice which is very much like 2 way choice with less options. In 3 way choice you can only use the Display message and Probability option as described in 2 way choice. Lets show you a example of 3 way choice. Page 1/1 Event Contents-Yes Character 1 CLR 1 Move Type-Dont Move Start Type-From All Check Page Conditions - - - - - - Now for the Event Contents Page 1/1 00-Message:What do you want? 01-3 way choice 02-Message:I hate you. I dont like you. Back off. 03-Message:I hate you too!!! 04-Choice 2 05-Message:I dont like you either! 06-Choice 3 07-Message:Why dont you back off!!! As you can see in the example above 3-way choice works very much like a 2-way choice. Ok enough time on this on to the next section! <-----------------------------------------------------> 10:Item Creation <-----------------------------------------------------> Ok by now I hope you know Item Creation but if you dont here we go again. Now in System data go to Item. In the Item Menu choose Edit and then choose a slot. Now there are 7 different areas to edit and I will explain them all. Name-This option names your Item duh! Type-This chooses 1 out of 11 different types of Items. Here are the Types you can choose from: Other-Use this for Items with other uses. Weapon-Makes a weapon. Armor-Makes your Item armor. Shield-Makes your Item a shield. Helmet-Makes your Item a helmet. Accessory-Makes your Item a accessory. Magic-Makes a Item that can release magic in battle. Cure-Used for Antidotes, Potions and other restoring items. Transport-Used on the world map to move to other areas. Key-Used to open locked chests and doors. Food-Increases your stats. Back to the other areas: Sell-Make your Item sellable. Status-Either decide to show stats about your item in the players inventory screen or not. Curse-Decide if the weapon or armor is cursed. Only availible for weapons or armor. Magic-Decide if your weapon or armor can release a magic spell. Availible only for weapons or armor. Drop-Decide if it can be droped or not Gold-Decide how much gold it is worth. Break-Decide if and when it will break and disappear. Key Type-Decide what type of key it is. Only for keys. That just about covers it for Item Edit. It is very easy and you should not really need help with it. But if you do need in-depth help, see the brand new System Data Section futher in the FAQ. <-----------------------------------------------------> 11:Shops <-----------------------------------------------------> Ok putting together a shop is simple if you want a regular item shop. Just go into Event Contents and choose shop from the menu. You will get another menu with options to choose a Item shop, a Inn, a trade shop, and a skill shop. Here is a explaination of all the shops: Item Shop:The most useful of all the shops, you can use it to sell up to 10 items. Inn:It can be either useful or not. Lately many custom Inn's have been poping up in most game. I will explain how to do a custom Inn in the Newbie FAQ. Trade Shop:The most useless piece of crap ever put in this game. Its a shop where when you trade two 100 gold items you can get one other 100 gold item. I wont stop you from using this in your game but its crap. Skill Shop:Not really a shop but instead a skill switch point. Now you can use this option to sell items to be used by the blacksmith such as iron and copper. If thats all then lets get ready to put this all together! <-----------------------------------------------------> 12:Putting it together <-----------------------------------------------------> OK, so we have reviewed (Or learned for newbies to RPG Maker) everything you need to know for a custom blacksmith. So lets get ready for a big and long event. Now go into your blacksmith shop and choose create event. Choose your graphic and start type and so on but since it is your first page don't set any page conditions. Now in event contents go in and add Display Message. Input the following:I am the blacksmith, what do you want? Now thats done add a three way choice and for the first choice option put what is the blacksmith, for the second put what can you make, and for the last put Got any advice? Now after all of them add the messages to acompany them. The first event contents should look something like this: Page 1/1 00-Message:I am the blacksmith, what do you want? 01-3 way choice 02-Message:Damn what do they teach you kids nowadays. The Blacksmith is where you bring me raw materials like Copper and Iron and I make them into weapons and armor. Of course I gotta eat too ya know. So I charge a price for putting the materials together for your weapon. 03-Choice 2 04-Message:I can make the following: Double Saber:500 Gold, 1 Saber, 1 Copper Chain Armor:500 Gold, 1 Chain, 1 Copper 05-Choice 3 06-Message:Rasie your levels as much as possible. Now to add your weapons. Heh heh. This is gonna confuse any newbie beyond belief if they skiped the long section on Pages. Now add a page to the back. For the second page put these page conditions: Gold 500 or more Item needed:Saber Item needed:Copper Now in event contents first put a message that asks the player if they want the Double Saber for 500 Gold and 1 Saber and 1 Copper. Next put a 2-way choice and make it a yes or no choice. Now for Choice 1 make it so that you take away the following from the Inventory: 1 Saber 1 Copper 500 Gold Now add the Double Saber to the players inventory. And finsh off the first choice with something like a message that tells the player that they now have the Double Saber. Now for choice 2 make a message like "Ok please come again!" It should look something like this: Page 2/2 00-Message:Do you want a Double Saber for 500 Gold and 1 Saber and 1 Copper? 01-2-Way Choice:Yes/No 02-Remove Item:Saber 03-Remove Item:Copper 04-Gold -500 05-Add Item:Double Saber 06-Message:You got a Double Saber 07-Choice 2 08-Message:Fine have it your way! To do this for more than one item just add a page to the back and follow the last steps using your own materials and weapons. Also ALWAYS ADD PAGES TO THE BACK AND DON'T EVER HAVE MORE THAN 5 MATERIALS SINCE YOU NEED ONE PAGE CONDITION OF GOLD AND YOU CAN ONLY USE 6 PAGE CONDITIONS!!! Other than that if you have any problems just e-mail me at RattlesnakeKev@webtv.net but please make sure that your question is not already anwsered in this guide. <-----------------------------------------------------> 13:Bank System *NEW!* <-----------------------------------------------------> Ok for version 2.0 I decided to add another big thig for the FAQ:A Bank System. Using a mere 10 switchs and two way choice I have created a bank that allows you to deposit 100 Gold at a time and to store up to 1000 Gold. When you withdraw your money though you have to take it all. So this is how you do it. First create a bank with 5 counters. Next go to Scenario mode. Go to your bank and create 5 events, one behind each counter but make sure its only the graphic of the bank teller. Next go to the thrid counter and move one square in front of the event with the graphic. You should be on the counter. Create a event here using two-way choice explaining the bank like this. Page 1/1 Event Contents-Yes No Graphic Move Type-Don't Move Start Type-From All Check Now for the Event Contents Page 1/1 00:Display Message:Do you want a explaination of the bank? 01:2 Way Choice:Yes/No 02:Display Message:The bank allows you to store money for later use. You must deposit 100 Gold at a time and you can only store up to 1000 Gold. When you withdraw your money you must take all of it. Thank you and please come again. 03:Choice 2 04:Display Message:Ok. Now that will be your middle teller. The two to the right will be your withdraw tellers and the two to the left will be the deposit tellers. This makes life a little easier when making a bank to have everything in seperate events. Now for deposit tellers make the event right in front of their graphic, as you did with the middle teller. Now start the event like this: FIRST BEFORE DOING ANYTHING ADD 11 PAGES SO THAT THERE ARE 12 PAGES IN ALL!!! Set up the front of each page like this: Page 1/12 No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions - - - - - - Next Page: Page 2/12 No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Gold 100 or More - - - - - Next Page: Page 3/12 No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Gold 100 or More Switch On-30 - - - - Next Page: Page 4/12 No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Gold 100 or More Switch On-31 - - - - and so on just changing the switch condition to the same switch you turned on in the previous event. Now lets go to Event Contents: Page 1/12 00:Display Message:Would you like to deposit 100 gold? 02:2 Way Choice:Yes/No 03:Display Message:You don't have enough money! 04:Choice 2 05:Ok. Please come again. Now for the next page: Page 2/12 00:Display Message:Would you like to deposit 100 Gold? 01:2 Way Choice:Yes/No 02:Gold -100 03:Switch On:30 (Or whatever one you plan to use) 04:Display Message:You Deposited 100 Gold. Your Current Balance is 100 Gold. 05:Choice 2 06:Display Message:Ok please come again. Now for the next page: Page 3/12 00:Display Message:Would you like to deposit 100 Gold? 01:2 Way Choice:Yes/No 02:Gold -100 03:Switch On:31 (Or whatever one you plan to use) 04:Display Message:You Deposited 100 Gold. Your Current Balance is 200 Gold. 05:Choice 2 06:Display Message:Ok please come again. Now for the next page: Page 2/12 00:Display Message:Would you like to deposit 100 Gold? 01:2 Way Choice:Yes/No 02:Gold -100 03:Switch On:32 (Or whatever one you plan to use) 04:Display Message:You Deposited 100 Gold. Your Current Balance is 300 Gold. 05:Choice 2 06:Display Message:Ok please come again. And so on just chaniging the Switchs as you go up to 1000 Gold. When you get to 1000 it should look like this: Page 12/12 Page Conditions-Yes No Graphic Move Type:Don't Move Start Type:From All Check Page Conditions Switch On:39 - - - - - Now for the Event Contents: 00:Display Message:Would you like to deposit 100 Gold? 01:2 Way Choice:Yes/No 02:Display Message:I am sorry but you have reached your account limit. 03:Choice 2 04:Display Message:Thank you and come again! Now finally the withdraw tellers. As with the last one your gonna add pages but only 11!!! Now setup the front of the pages like this: Page 1/11 Event Contents-Yes No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions - - - - - - Now for the next page. Page 2/11 Event Contents-Yes No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Switch On-30 - - - - - Now for the next page. Page 3/11 Event Contents-Yes No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Switch On-31 - - - - - Now for the next page. Page 4/11 Event Contents-Yes No Graphic Move Type-Don't Move Start Type-From All Check Page Conditions Switch On-32 - - - - - And so on changing the switch to the switchs that you used earlyer for depositing Gold. Now for the Event Contents: Page 1/11 00:Display Message:Withdraw all your money? 01:Two-Way Choice:Yes/No 02:Display Message:You have no money desposited! 03:Choice 2 04:Ok. Thank you and come again! Now for the next page: Page 2/11 00:Display Message:Would you like to withdraw all of your money? 01:2 Way Choice:Yes/No 02:Gold 100 03:Switch Off:30 04:Switch Off:31 05:Switch Off:32 06:Switch Off:33 07:Switch Off:34 08:Switch Off:35 09:Switch Off:36 10:Switch Off:37 11:Switch Off:38 12:Switch Off:39 13:Display Message:Recived 100 Gold! 14:Choice 2 15:Display Message:Ok. Thank you and come again. Now for the next page: Page 3/11 00:Display Message:Would you like to withdraw all of your money? 01:2 Way Choice:Yes/No 02:Gold 200 03:Switch Off:30 04:Switch Off:31 05:Switch Off:32 06:Switch Off:33 07:Switch Off:34 08:Switch Off:35 09:Switch Off:36 10:Switch Off:37 11:Switch Off:38 12:Switch Off:39 13:Display Message:Recived 200 Gold! 14:Choice 2 15:Display Message:Ok. Thank you and come again. And so on increasing the Gold up to 1000. Now it very well may be possible to have a more advanced system other than this. But it would burn through your switchs like crazy and it would eat up a ton of memory. <----------------------------------------------------> 14:System Data *NEW!* <----------------------------------------------------> Most RPG Maker vets and newbies are gonna wonder why the hell are you making this section? Simply to make this FAQ more complete. Now lets start at the begining. Ok start by going to the edit screen and choosing Title. Here you will come to a screen where you can choose the following options: Screen:Use a pre-made backround or a custom anmie maker backround. You can choose from the following backrounds: Book:A backround with a book. Good for story with the title including the Legend. Sunset:Looks like more of a ending to me. Space:My favorite backround. Lots of stars. Stars:Nothing like the last one. I wouldnt use it. Sky:What is it with these childish backrounds!? Country:Honestly could it get any worse? Magic Symbol:Finally something better than Sky! Bricks:Who the **** would want a Brick backround? Hearts:Ok now we can't get any worse. Who would want pink fuzzy hearts against a yellow backround!? Now on to the next command: BGM:Sets the backround music to be played during your title screen. Text:Decides whether or not to display the name of your game on the title screen. Your gonna want this on if you want people to see the name of your game on the title screen. Color:Sets the color of your game name on the title screen. This is only on if you selected yes on the text option. Place:Again only optional if you set Text to on. You can place it either on the Top, Center, or Bottom. Effect:Only if Text is on will you be able to choose this option. There are 8 different effects to choose from. Preview:Now you can preview your title screen. It will either look great or it will be a piece of crap... Now on to Gameplay edit. Gameplay edit is basicly used for turning on and turning off certain features to be used in your game. Now here are the different features that can be turned on or off. Special Attacks:This is pretty much magic except it uses up the players HP instead of the MP. It can't be learned by level like magic can. Use of Classes:Turning this on will enable the use of classes. Classes are like types. But the Manual confuses many players on this so here is how it goes: If the monster you create is Magic A type, then Magic A will do 1/4 damage to it, Magic B will do 1.5x damage to it, and Magic C will do 1/2 damage to it. If the monster you create Magic B type, then Magic A will do 1/2 damage to it, Magic B will do 1/4 damage to it, and Magic C will do 1.5x damage to it. If a monster you create Magic C type, then Magic A will do 1.5x damage, Magic B will do 1/2 damage to it, and Magic C will do 1/4 damage to it. This rule also applys to any magic or weapon you create that uses this type. Of course None does regular damage and is non-elemental. You can also rename Magic A though C in Parameter name as well. Abilitys:Also refered to as Jobs in the FF series, Ablitys allow you to give S-Atks, and change stats when leveling up. It may be a good idea to use these if you know what your doing. Monster Apperance:You can set this to Manual or Auto. I personally use manual to get better control over my game. But many newbies to the game may want to set this to Auto to save time. Setting this to Manual means you will choose the monsters to appear, where they appear, and the proability of their appearance. Now on to Parameter Name. Parameter Name is fun to make your game different from others by naming your S-Atk differently, or changing the names of Magic A though C. All you do here is move to the name you want to change. Pretty basic, I don't think I need to spend anymore time on this... Magic Edit is alot more complex then Parameter Name. I'll actually have to spend some time on this topic. From the Edit Screen you get these Commands: Edit:Select this to create a new Magic Spell or S-Atk. Selecting this will display the Magic list screen. Move:Use this to change the order in which your magic spells are listed. Copy:Use this to copy a spell you have already made. I don't know why someone would want to make a copy... Delete:Use this to delete a bad spell from your list. Useful also when you need to free up space on your magic list. Of course I know only a few people that use the entire magic spell list up. Delete All:Lets hope your not going to use this anytime soon. Now you should be at the Magic Spell list if your chosse Edit. To edit a exsiting spell choose the slot of the Spell you want to edit. To create a new spell choose a slot that says No Data. Now you should be at a new menu. First choose name and Input the Spells name. Next choose Type and decide if it is going to be a Magic spell or a S-Atk. Next choose the effect of the Spell. There are the following types to choose from: 1:None-I don't think you'll use this one... 2:Inflict Damage-You'll use this one the most... 3:Recover HP-Every game needs a healing spell right? 4:Cure Poison:Does excatly what it says... 5:Cure Silence:Does excatly what it says... 6:Cure Confuse:Does excatly what it says... 7:Cure Sleep:Does excatly what it says... 8:Cure Paralyze:Does excatly what it says... 9:Cure Petrify:Does excatly what it says... 10:Cure Curse:Does excatly what it says... 11:Revive:Revives the target with 1 HP. You cannot make a revive spell that brings back a character with anymore HP then that. 12:Restore Status:Removes all status effects on the character. Kinda like Esuna from Final Fantasy. 13:Decrease Attack:Decreases the targets Attack power. 14:Decrease Guard:Decreases the targets Defense power. 15:Decrease AGI:Decreases the targets speed and agility. 16:Poison:Posions the target. 17:Silence:Causes Silence on the the target, disabling them from casting spells. 18:Confuse:Confuses the target. 19:Sleep:Puts the target to sleep. 20:Paralyze:Paralyzes the target. 21:Petrify:Petrifys the target. 22:Death:Gee I wonder what this does...maybe it kills the target...duh! 23:Increase Attack:Increases the targets attack power. 24:Increse Guard:Increases the targets defense power. 25:Increase AGI:Increases the target speed and agility. 26:Steal MP:Drains the targets MP. 27:Reflect Magic:Reflects all magic spells. Does not work on S-ATKs though. 28:100% Res Magic:Take no damage from any magic spells. Does not work on S-ATKs though. 29:50% Res Magic:Take half damage from all magic spells. Does not work on S-ATKs though. 30:50% Res S-ATK:Take half damage from all S-ATKs. Does not work on magic spells though. 31:Enemies HP:Scans the enemies hp. 32:Dispel:This spell cancels the effect of any good magic. Labeled in the game as Aid magic. 33:Teleport:Teleport to other places the players has been. 34:Escape Dungeon:Escapes dungeons. 35:Encounter Down:Lowers the encounter percentage rate. 36:Check Item:Gives you all the stats on a item. Now you must decide how much MP/HP is used to use the magic spell. You can set it from 0-99 and I personally don't care what value you set it for cause I most likely won't be playing your game any time soon. But choose wisely if you want a good game. Next decide how much your spell is either going to damage or heal. Depending on what effect you choose, this may not be here. It can range from 0-9999 points. Next if you choose use of classes to be on, you can choose what class your magic spell will be. Next is range and this will decide whether or not your magic spell will target only 1 monster, a group of monsters of the same type, or all monsters. After that choose your graphics and sound effects. I'm not even gonna go into Graphics. Finally choose if you want a additonal message to appear when you cast the spell. You can choose from the following: Summon~! Enchant~! Invoke~! Charm~! Call Upon~! Hurl~! Project~! Radiate~! Emit~! Discharge~! Gather~! Command~! Exhale~! Release~! Raise~! Call Forth~! Beckon~! Awake~! Ignite~! Now enough of that...on to Item Edit. In Item Edit, things are alot less complex then in Magic Edit. At the begining of Magic Edit you will get the same Edit, Copy, Delete and so on screen that you got with Magic Edit. Now choose Edit to create a new item. First as usual, name your item. Next you'll need to choose the type of Item your going to create. Heres a list of the 11 different types: Other-Use this for Items with other uses. Weapon-Makes a weapon. Armor-Makes your Item armor. Shield-Makes your Item a shield. Helmet-Makes your Item a helmet. Accessory-Makes your Item a accessory. Magic-Makes a Item that can release magic in battle. Cure-Used for Antidotes, Potions and other restoring items. Transport-Used on the world map to move to other areas. Key-Used to open locked chests and doors. Food-Increases your stats. Now after that Depending on what Item type you choose, there will be different options. Here all of the different options: The following options will appear no matter what type you choose: Sell:Decides whether or not a Item can be sold at a shop or not. A sold item will earn half of its orginal value. Stats:Decides whether or not to show the stats on the Item. You can either Show or Hide them. Drop:Decides whether or not a player can drop the selected item. Make important key story items un-dropable. Gold:This pretty much sets the Gold value of the Item. This can be set from 0-9999. Break:Decides whether or not the Item can break and at what percentage. These are your options for break: Never 1% 5% 10% 30% 50% 80% Once Use Once for items like potions and use never for stuff like weapons and armor. When a Weapon is the type selected: Graphic:Sets the graphic that will appear when the character attacks using that weapon. Curse:Decides whether or not to make the weapon cursed, makeing it impossible to remove. This can only be removed with the Cure Curse magic. Class:If you set Class on earlier in Gameplay Edit, then you can set the class of the weapon. This will directly affect its attacking power when up agaist other class type monsters. Magic:This will decide if the weapon you are currently creating can unleash magic or not. Who:This well just decides who can equip the weapon and who can't. Attack:This sets the wepons attacking power. Atk#:This will allow you to make the weapon attack either once or twice. I suggest once for weapons early in the game. Only final weapons should allow more than one attack. Range:Sets how many monsters a weapon can hit. One means one monster can be hit by it, Group means that a group of monsters of the same type will all be hit by the weapon, and All means that all monsters on the screen will be hit by the weapon. When Armor, Shield, or Helmet is the type selected: Curse:Decides whether or not to make the Armor, Helmet, or Shield cursed, makeing it impossible to remove. This can only be removed with the Cure Curse magic. Magic:This decides if a magic can be unleash by the Armor, Helmet, or Shield. Who:This decides who can equip the Armor, Helmet, or Shield and who can't. Guard:This sets the guarding power of the Armor, Helmet, or Shield. When Accessory is the type selected: Curse:Decides whether or not to make the accessory cursed, makeing it impossible to remove. This can only be removed with the Cure Curse magic. Effect:This will let you select from a bunch of attributes you can edit. They will take effect when the player equips the accessory. Here are the attributes you can change: Nothing:It has no effect. M Def:Increase or decrease M Def Attack:Increase or decrease Attack. Magic GRD:This will allow you to crete your item so it takes off a certain percentage of magic damage no matter what class it is. Guard:Increase or decrease Guard. AGI:Increase or decrease AGI. Luck:Increase or decrease Luck. Magic A:Increase or decrease Magic A or whatever you renamed that class to. Magic B:Increase or decrease Magic B or whatever you renamed that class to. Magic C:Increase or decrease Magic C or whatever you renamed that class to. None:Increase or decrease None or whatever you renamed that class to. Now back to the other edit selections in Accessory edit: Magic:Decides if you accessory can unleash a magic spell. Who:This decides who can equip the accessory and who can't. When Magic is the type selected: Magic:This decides what magic your magic item is to unleah in battle. When Cure is the type selected: Cure:This will display a list of different curing items selectable. Choose one from the list as I am not going to list them all here. They are your usual "Cure Poison" or "Cure Sleep". Value:If you choose restore HP or Restore MP, then you can selected how much it restores here. When Transport is the type selected: Type:This selects whether the Item is a boat which allows you to travel over water, or a blimp which allows you to travel anywhere without there even needing to be a path. When Key is the type selected: Key:This lets you choose the key type from A though H. When Food is the type selected: Effect:Choose from the list of effects to have them level up that ability when used. Now that we are done with Item Edit, on to Character Edit! In character edit you will start out at the same screen that Magic Edit and many of the other edits start out at. Choose edit and you will then be at another screen. Selecting Start Party will allow you to specify which characters you will have at the begining of the game. Select a slot in the main character list screen that says No Data to create a new character. Begin by selecting name and and well...I think your smart enough to know what to do. Next I'll run though the rest of the options you can choose from: Skill:Choose this to specify a skill for your characters. Think of skills as a cheap rip-off of Final Fantasy 5's job system. STR:This sets you characters STR gain with each level. STR is the physical strength of your character. DEF:This sets you characters DEF gain with each level. DEF is the physical defense of your character. STA:This sets you characters STA gain with each level. STA is the HP of your character. INT:This sets you characters INT gain with each level. INT is the MP of your character. AGI:This sets you characters AGI gain with each level. AGI is the speed of your character. It makes your character more able to escape from combat. Luck:This sets you characters Luck gain with each level. Luck makes your character dodge hits easier. M DEF:This sets you characters M DEF gain with each level. M DEF makes your character resist status effects, like poison, more often. (!A quick tip on stats. Most of us vets like to go by the 35 or 40 rule. This rule means that you evenly spread out the points to each stat, more on others and a little less on others. Use this to make more realistic characters. Really would a black mage have a DEF and STR of 10 yet only 2 on INT? Think before giving out the stats on what type of character your making!) Equip:Choose this to equip things like swords as begining equipment. Level:Use this to choose what level the character will be at when you first get him. Use this to see the progression of your character too. Magic Level:Here you can set what level your character must reach to obtain a certain magic spell. Graphic and CLR (Color):Use this to set your characters graphic and color. You can also use a custom graphic if you imported one. Now that we are done with Character Edit we will move on to Skill Edit. To put it just so, skills in RPG Maker are a rip-off of the Jobs in Final Fantasy 5. They do pretty much the same thing. Give abilitys, raise stats that kinda stuff. Anyway choose Skill Edit to go to the same edit screen as many of the other edit screens. Choose edit as before and from the list choose a slot that says No Data. First name the skill (Duh!) as with all of the other spells, items, characters, and other stuff before. Next you can decide to give your Skill a ability. By choosing Ability you can have this Job, I mean Skill, give this effect in battle. Here are the different abilitys you can choose from: 1:None:Gee I wonder what this does? 2:First attack:Sometimes, note I said sometimes, allows the character to attack before the enemy. 3:Treasure Find Up:Increases the chance of getting a treasure after beating a monster. 4:1/2 MP Cost:Halfs the ammount of MP used up when a magic spell is used. 5:2x Magic DamageLDoubles the ammount of damage done by a magic spell. 6:Critical Hit Up:Increases the chance of getting a critical hit. 7:Battle Heal:Just like Regen from Final Fantasy, Battle Heal restores small ammounts of HP during the battle. 8:Counter Attack:Allows your character to attack back when attack without wasting a turn. 9:Attack +1:Allows an extra attack with the characters weapon. 10:Reflect Attacks::Enables the character to Reflect attacks and inflict damage upon the enemy. 11:HP Drain:Sometime allows the character to drain opponents HP to cure himself. 12:EXP Up:Increases the ammount of EXP after a battle. 13:No Class:Ignores all classes or types. 14:Random Ability:Chooses a different ability randomly each battle. 15:AI:Character is uncontrolable by the player. The CPU controls the character. 16:Resist Magic:Takes no damage from any magic attack. You can also set stat increases as well here. Check the character edit section for a breakdown on the different stats. You can also choose S ATK herte as well to choose how many levels a character must go up with a skill to gain that special attack. Finally in condition you can choose different options. For example if I choose level and set it to 10, then the character must be at level 10 to get the skill. Also make note of the one condition, characters, down on the bottom. Use this to choose what characters can use the skill and which ones can't. Anyway if we are done with Skill Edit, lets move on to Monster Edit. In Monster Edit you will create monsters to be used in your RPG game. Choose edit from the menu as with most everything in System data. Choose a slot that says No Data and then start my naming your monster. For now we will skip Edit Attack/Treasure and we will go right to the stats. HP and MP...I hope you know what these two do by now...anyway the stats are pretty easy to figure out, basicly just like the character edit stats except STR is replaced with Attack and DEF is replaced with Guard. You can also set the amount EXP and Gold that is awarded for beating the monster. Now go into Edit Attack/Treasure. First we will start at Abilitys. Here you can select different abilitys that will take effect during battle. This is the list of abilitys that you can set: No critical hits:The monster will not score any critical hits. Critical hit up:The monster will hit more Critical hits. Double Attack:The monster will attack twice in one turn. Multi Attack:The monster will attack 3 times in one turn. Miss 1/2 of the attacks:The monster hit rate will go down by 50%. 2x Damage:The monsters magic attack power is doubled. Auto Battle:All of the monsters attack proabilitys are changed to 33% Now I'll explain Attack Patterns. In attack patterns it is important to remember that the total percentage of all the attacks are not greater than 100%. Anyway choose a slot that says Do Nothing and press x. You'll get a menu. Here's an list of your options: Normal:This has its own menu of different attacks. Check further on for a list of the options. Action:These are special actions. They also have another sub-menu. Check further on for a list of the options. Magic:Use this to have the monster attack with the specified magic spell. S ATK:Use this to have the monster attack with the specified special attack. Normal options: Normal Attack:A regular physical attack. Charge Attack:A regular attack, but forces a counter-attack out of the player attacked. Poison Attack:Poisons the character who has taken damage from the attack. Paralyze Attack:Paralyzes the character who taken damage from the attack. Sleep Attack:Puts the character who has taken damage from the attack to sleep. Petrify Attack:Petrifys the character who has taken damage from the attack. Critical hit:Kills any player who has taken damage from the attack. Tends to make players really mad... Action options: Do Nothing:I love this attack... Guard:Reduces damage to about half. Flee:The monster runs off leaving nothing behind. Self-Destruct:The monster commits mass suicyde at half HP and trys to take down a main character at the same time. Steal MP:The monster steals some MP. ****ing thief... Hide:The monster hides himself. If there are no other monsters left when it hides, the battle ends. Next you can choose the class of the monster and right after that you can choose what classes do damage and which ones don't. Change Magic A, B, C, or No Class to Off and the monster will take no damage from that class. Next choose they probability of a treasure appearing after defeating the monster and then choose what the contents of the treasure will be. And last but certainly not least, you need to choose a graphic for your monster. Browse through the graphics the same way you did in character edit. You can choose colors and even use an orginal monster if imported. Next we will touch ground with Dungeon Edit. Now we are going to head into Dungeon Edit. You'll start out with a menu simalar to the other ones. Choose edit and then choose a slot with No Data. Now you'll be at a black screen with two transparent windows. I'll start withthe top transparent window. In this window you'll see the following: NO:This is the number of your dungeon, and then the names right next to it. BGM:This just tells you what backround music is playing. Size:Just shows you the size of you dungeon so far. MEM:This is your memory...don't worry about running out of this anytime soon. Used:This tells you how muh space is being used by this dungeon. POS:This is the position where you are on the dungeon map. Auto Fix:Indicates whether or not Auto-Fix is on. Shoe Icon:This is the only real reson for looking up here. If there is a O next to the shoe then your character can walk on it...okay...got that so far? If there is a big X next to it then your character can't walk on it...okay...you got that too? I can't tell you how many times I've heard "Help! My character can't move!". Well it helps if you dont start him out on a table... Now for the second transparent menu: Parts 1:Gives you a menu where you can choose from single tile parts. Parts 2:Gives you a menu with multiple tile parts. Cut:Cuts the selected tiles and copys them to clipboard, which means the tiles can later be pasted. Copy:Copys the selected tiles to the clipboard, so they can be later pasted in. Paste:Pastes in the last object either cut out or copied. Name:Names your dungeon. BGM:Sets the backround music for the dungeon. BG:Sets a wallpaper or tile backround, so you dont have to put each grass tile down one by one. Mode:Toggles the Auto-Fix mode. If you select sample instead of New Dungeon, you can see really good examples of duungeons. However they cannot be edited. Also don't look at me for good dungeon design tips. Its really something you have to stay at and work with, not to mention a great dungeon for one game may look out of place in another game. Anyway now that dungeon edit is out of the way, lets head for Field Edit. In Field Edit you will create the world map of your game. Hopefully you understand switchs by now, that will come in handy for some of the features. If not check the newbie FAQ for help on switchs. Again you'll start with that same Edit screen and again you'll probabiliy choose edit. Choose a empty slot and get ready to start creating. Anyway the two menus are very simalar to Dungeon Edit, except without Parts 2, without a shoe icon at the top, and alot less features. Anyway here are the new options: Town:Use this to create a new town. Each map can have up to 30 different towns. Path:Use this to connect towns together and allow the main character to travel to them. Choose Parts a begin your map. Create big landmasses or small tiny islands. Its all up to you. When your done choose town. First select a good graphic, then name your town. For appear you can either have it always appear or only when a certain switch is on. Next choose Destination and choose a dungeon map that you have already made to have it warp you to. Finally choose Method to add a bit of special effect to entering the town. Repeat the process so you have 2 different towns. No choose Path. Move the cursor over to the first town and press x. Then move it over to the second town and press x. Now an appear/move menu will appear. If its always then you'll alsways be able to use that path. You can also set it so a certain switch needs to be on for the path to be visble or movable. Now go to the side menu and add a backround song by choosing BGM and choose between Tile A or B for you world map display. You can also add more towns and paths too. Now that Field Edit is done, lets head on to Monster Appearance. Now we are on to Monster Appearance. This is a rather easy section is System Data and should not take too long to do. If you selected Auto in Gameplay Edit for Monster Appearance then you'll just set the probability of which monsters will appear in the dungeon. Manual allows you more control but takes longer too. Anyway go to Edit and select a dungeon map that you have created. Choose select monster to select the monsters that could appear there, Proability to set the probability, BGM to set the battle music, and Battle Test to test the battle. If you set Monster Appearance as Manual earlier on then you'll have to press o to exit the pop-up menu, then x to drag the shaded section down and around. Move over to it, press x, and you'll get the monster appearance menu as stated above. Now that this is out of the way, we go on to the last section, Game Info! Pretty self-explanatory, Game Info lets you set information about the game. Selecting Title Name, Scenario Name or Staff name, lets you edit the text there. System Password lets you protect your data, and delete data well...deletes all of you system data in total. Anyway we have now gone through in detail every little bit of System data that there is to go through. <-----------------------------------------------------> 15:Newbie FAQ <-----------------------------------------------------> This is the section where I will answer questions newbies either e-mail me about or will end up e-mailing me about. Q:Is this game worth the $44.99 that the video game store down the street from me is charging for their last copy? A:Yes if you are a hardcore RPG player and got a few spare hours each day, then pick it up. However note it is rare to come by. It was not produced in large ammounts so good luck finding one. Q:Was the game easier or harder than you though? A:Well when I got it, it took me about a day to figure out most of the features. The one exception was Switching which took me 3 days to figure out. Q:What does the Blacksmith system do? A:Idiot. You have been reading this the entire time and you don't know? What it does is when the player talks to the blacksmith, he wont offer the weapon until the player gets the materials needed. When the player does the blacksmith will give him the weapon for the materials and a certain ammount of money. Q:Help! Switchs!? A:Ok I will be the first to say that switching can be confusing at first. But they really are not that hard. The first thing you should know is that switchs and page conditions go hand in hand. They both are used together most of the time. And you should also know that you only get 500 switchs to work with as well. Now to turn on switchs or turn off switchs, you will need to do this in a event. For example we will have a event where you talk to a teacher. Before you do anyhing add a page to the back. This is how you would set it up: Page 1/2 Event Contents Yes Char 1 Clr 1 Move Type Random Start From All Check Page Conditions - - - - - - Ok now for the first page event contents: Page 1/2 00:Message:Get to work now! You have a big report to do! 01:Switch On:1 Note that the Switch number is the Switch that you want on. Remember this because there is no other way to keep track of switchs. And remember what switch you did just turn on. Because we are going to use it in a page condition next. This is what the next page should look like: Page 2/2 Event Contents Yes Char 1 Clr 1 Move Type Random Start From All Check Page Conditions Switch On:1 - - - - - Note how in these page conditions I put switch 1 on. This means that in order for the event to be executed switch 1 must be on. Now if you did not use switch 1 but instead a different number switch, use the switch number that you put on. Now lets move on to the final event contents: 00:Message:Damnit! What did you do break your pencil!? 01:Two way choice:yes/no 02:Fine here is another one! 03:Add Item:Pencil 04:Message:You got a Pencil 05:Choice 2 06:Message:Then get back to work you idiot! As you can see with the example above switchs are very easy when using them for simple things. Now I aint gonna teach you how to build a custom battle system with switchs but I think ths should help with simple things like stoping intro events. Q:What will be in version 3.0? A:Well since I like to add as much as I can to this FAQ, I will proably add a Scenario Data section and a mini-game section. Q:I need more help!? HELP!?? A:You can find me and alot of other RPG Maker vets at the GameFAQs message boards. Please check there before e-mailing me. <-----------------------------------------------------> 16:Credits <-----------------------------------------------------> Me-For writing this FAQ. My friend Mike for getting me interested in the game. MokoWebworks on the GameFAQs message boards:For asking for a bank system in my help topic which I then created and added to v2.0 of this FAQ. CJayC-For running GameFAQs the best FAQ site out there. RobRush-For running The RPG Planet, the best RPG site out there. My grandfather for getting me the game <-----------------------------------------------------> 17:Special Thanks <-----------------------------------------------------> A special thanks goes out to everyone on the GameFAQs RPG Maker message boards. They are the best and coolest gamers out there! © Copyright 2001-2002 by Kevin Mendes