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Published by tyeon.bethany, 2020-05-12 17:40:25

RPG MAKER TUTORIAL GAME BOOK

RPG MAKER TUTORIAL GAME BOOK

Clicking on the ellipse to the right of Drop Item 1 brings up the Drop Item dialogue. Here you can set the
item, weapon or armor to be dropped, as well as the probability the item will be dropped. You can set
this from 1/1 (100%) to 1/200 (0.5%). We’ve set Blue Skeleton to drop a potion 1/10 times.

Optional Settings

*Optional Settings
Optional settings include Levitate and Has Critical. Levitate effects where the monster is located on the
screen. If Has Critical is selected, then every once in a while the monster will attack with surprising force.
To make things a bit interesting, we’ve selected this option.

Step 43: Monster Settings (Action Patterns)

*Action Pattern
Next, let’s set the monster’s Action Patterns. Action Patterns refer to a list of actions a monster can take.
You can adjust each monsters Action Patterns, and each registered Pattern is executed depending on
pre-set conditions and ratios. The basic setting for a monster is Attack. We’ll add a new Action here.
Double-click in the empty row beneath Attack.

*Action Pattern dialogue.
Action Patters are organized into 3 different categories, Conditions, Action and Rating. Conditions, as
the name applies, is for setting the conditions for when a certain action is to be executed. Always means,
of course, always, Other settings include a monster’s remaining HP, a player’s level and many others.
Action is for setting the specific action to occur. Rating is for selecting the relative importance of one
action over another when several possibilities are present. Higher rated actions will be performed more
often.

*Adjusted Action Pattern dialogue.

Here we will set an guard action to occur when the monster’s HP is below 50%. Check the HP setting and
make sure the numbers read 0 to 50 from left to right. Next, in the Action pane, select Guard from the
drop-down menu. Finally, slide the Rating slider to the right by one point so it reads 6.

*The completed blue Skeleton original monster.
Once the name, parameters and Action Patterns have been set, your monster is complete!
Congratulations! You have cleared Level 18. Next we’ll look at how to make our new monster appear in
the game.

Return to Table of Contents

Level 19: Releasing the Monsters

Welcome to Level 19 of the RPG Maker VX Introductory Course. In the previous Level we created an
original monster called Blue Skeleton.

In this Level, we’ll release Blue Skeleton into the game.

Step 44: Troop Settings

Before monsters will appear in the actual game, we need to adjust the Troop settings in the database.

*Troop settings allow you to control what monsters appear and how often.

The word “Troop” on its own is kind of difficult to understand. In RPG Maker VX, monsters do not
appear on their own, but rather in groups, or Troops. That means if you want only one monster to
appear at a time, then you’ll have to adjust the settings to make that happen. Let’s look at how to do
that.
Click this icon to call up the database.

*Troop tab in the database.
Select the Troop tab in the database.

Preparing to Create a Troop

First, we’ll need to increase the maximum number of groups. The full version has 30 sample groups in
place (3 for the trial version).

Click the “Change Maximum...” button in the bottom left corner.

*Change Maximum dialogue.
Increase the number to 31 and click “OK”.

*A new space has been created.
We now have room for our new Troop.
*The Change Maximum function is available only in the full version of RPG Maker VX. Trial version users
please make use of the existing empty spaces.

Registering Monsters in a Troop

*Selecting a monster for the Troop.

From the list of enemies on the right, you can select the monsters to be used in the Troop. Select the
monster you like and click the Add button in the middle. For more than one monster, repeat the process.
We’ve added 2 Blue Skeletons.

*Arranging the monster’s position.
The empty box is a preview of what the battle scene will look like. You can arrange the position of the
monsters you’ve selected by dragging and dropping with the mouse. Click on the “Arrange” button for a
random arrangement.

*Naming the new Toop.
In the Name box you can enter a name for the new Troop. This name will not appear in the game, so,
unless you are really picky, go ahead and press the “Autoname” button for an automatic name.

*Battle Event.

The Battle Event pane, which makes up the lower half of the tab, is for creating in-battle Events. Here
we can set the screen to flash, display messages or make other things happen. This is often reserved for
special battles like boss battles. Since the Blue Skeleton is just a typical monster, we won’t set any
special Battle Events. We’ll look more closely at this in the next Level.

*The completed Blue Skeleton*2 Troop.

Step 45: Encounters Setting

Now that we have created a monster and registered him into a Troop, we can now make him appear in
the game.

Point: Making Monsters Appear in the Game

There are 2 ways to accomplish this.

*The Battle Processing Event Command.
*Encounters

The first way is through the Battle Processing Event Command. The second is through the Encounters
pane in the Map Settings. With the Battle Processing Event Command, battles will take place as Events,
allowing you to precisely time when the battle occurs. This method is often reserved for battles that are
part of the story line (mostly boss battles). The Encounters method is used mostly for battles with minor
monsters. It creates random encounters with the player on big maps like the Field map or in dungeons.
The amount of random encounters can be set by changing the ratio.
In this Level, we’ll make use of the Encounters method. The Battle Processing Event Command will be
explained in the next Level.

Setting Random Encounter Monsters

Since the Troops will appear randomly, there is no need to actually set any of them on the maps. Instead,
we’ll adjust the Encounters setting in Map Properties.
First, let’s make a list of the maps where we want to encounter Troops.

 Field
 Cave of Demons Level 1 & 2
 Devil King’s Lair Level 1 & 2
Let’s begin with the Field map.

*Calling up the Field map’s properties.

Right-click on the Field map in the map tree on the left and select “Map Properties...”

*Field map settings.
There are 2 settings in the Encounters pane. The first is for setting which Troop or Troops will appear.
The second, “Steps Average” is for adjusting the frequency of their appearance.

*Selecting a Troop.

Double-clicking in the Troop box brings up the Troop selection dialogue. Click on the “▼” on the right
to display the menu. This list contains all the Troops registered in the database. Select the Blue
Skeleton*2 Troop we created earlier.
The Steps Average’s default setting is 30. That means, for every 30 seconds of game time, the player will
encounter 1 troop, on average. The lower the number, the higher the number of encounters, and vice
versa. It’s a good idea to keep the number in a nice middle range, so we’ll leave it at 30.

*Completed Encounter settings.
The Field map is now set for 1 encounter with the Blue Skeleton*2 Troop every 30 seconds or so on
average. If you’d like to include some variation, just add more Troops following the same process as
above.

Next, complete the same settings for the remaining maps and you’re finished.

*Battling with the Blue Skeleton*2 Troop.
Give your work a playtest. If you encounter the Blue Skeleton*2 Troop after some time walking around,
then everything is set correctly.
Congratulations! You’ve completed Level 19. Next, we’ll create the final boss battle.

Return to Table of Contents

Level 20: Creating the Boss Battle

Welcome to Level 20 of the RPG Maker VX Introductory Course. In Level 19 we created the Blue
Skeleton monster, registered him into a Troop and learned how to make him appear in the game.

In this Level, we’ll take what we learned about making monsters and use it to make the boss.

Step 46: Setting up the Boss

While we will be creating the boss, we’ll also be following the same process as creating a typical monster.
The steps are the same as in Level 18, so referring back to that may be helpful at times.

Creating the “Devil King Gonzare” Enemy

First, we’ll add a space for a new monster in the database.

*Naming the Devil King
We’ve chosen to name the Devil King Gonzare.

*Selecting the Darklord graphic.

We’ve selected the Darklord graphic for Gonzare. The trial version doesn’t offer this graphic, so select an
appropriate one, like Demon.

Inputting Temporary Parameters

When deciding on Gonzare’s parameter curves, we need to consider how strong he will be and what
level the characters will be at when they reach his throne. The best way to do this is with a playtest
starting from the very beginning.

*Parameters for characters at level 1

*Parameters for characters at level 6

So, after taking the quickest route possible and fighting all the monsters that appeared, we managed to
reach level 6 before coming to Gonzare’s throne. So that means if we set Gonzare to be an opponent
just strong enough to battle a level 6 player, then we’re right on target.

Comparing level 1 to level 6, we see the characters have become much stronger. Their MaxHP has
increased by 1.5 to 2 times and their skills have increased. Kenta with his Long Sword is now able to
dispatch Blue Skeletons with one blow.

*Devil King Gonzare’s Parameters.
Using the previous playtest as a base, we decided that most players will reach level 6 when they come to
attack Gonzare. With that in mind, we can set most of the parameters. MaxHP, however, is still difficult
to determine because we don’t know how many points the attacks of the main characters will take off
of Gonzare. Based on the strongest attacks of magicians in RPG Maker, we’ll go with 1000 MaxHP for
now.

*Gonzare’s Action Pattern.
We must also set Action Patterns for the boss. Since he ought to be big and powerful, we’ll set “Flame
Breath” as one of his skills, since it causes damage to all characters of a party at once.

*Completed Gonzare’s temporary settings.
We now have a rough outline of our boss. Let’s give him a test run and see how things work. We can
always come back to make adjustments later.

Point: Boss Monster Parameters

When setting the parameter curve for bosses, the 3 important points to consider are the characters’
MaxHP, Attack and Defense parameters. The others are important, but these 3 are vital to being able to
defeat the boss. If they are not high enough, the boss will always win. If they are too high, then the
battle will be over too quickly.

So basically, we need to consider how many turns it will take before the boss can be defeated. Also,
don’t forget that characters have special skills and items that they can use as well. It’s best to begin by
making sure that the level of the characters matches the strength of the boss. This is true for even the
minor monsters that appear during the game.

Creating the Boss Troop

Next, we’ll need to register a Troop for Gonzare. Just follow the instructions from the previous level.

*The new Gonzare Troop.

Checking Battle Balance with a Battle Test

We can know check Gonzare’s strength with a Battle Test. This is a function that will pit the main
characters against Gonzare to see if the battle balance is optimal. We’re also able to adjust all aspects of
the main characters, including members, levels, weapons, etc.

*Battle Test dialogue.
Clicking on the “Battle Test” button brings up the Battle Test dialogue. There are 4 tabs where you can
set the members of the party by choosing the appropriate character from the “Actor” drop-down menu.
When you are planning for party with fewer than 4 members, just select “None” from the “Actor” menu.
The Level and Equipment options allow you to adjust what level the characters are at and what
equipment they are carrying.

*Individual character settings.

Kenta, Bray and Cyrus are all now set on pages 1, 2, and 3 respectively. We don’t need a 4th person, so
we’ve selected “None” on that page. Each character is set to Level 6 and equipped with all the
equipment available in the shop. By clicking on “OK” we can now test the characters against Gonzare in
an actual battle.

*Checking strengths and weaknesses in a Battle Test.

The results of our Battle Test show that when our party attacks with physical attacks, they cause 130
points of damage in total per turn. Since Gonzare has 1000 MaxHP, they could finish him off in about 8
turns. However, when Bray uses her Wind magic, she can do over 300 points of damage in one hit.
Similarly, Cyrus is able to cause nearly 200 points of damage with her magic attacks. Together, they
could do over 500 points of damage in 1 turn and take down Gonzare in just 2 turns. A boss that’s
defeated in 2 turns isn’t much of a boss.

Resetting Gonzare’s Parameters

We could just double Gonzare’s HP to 2000 here, but if the player doesn’t realize that Bray and Cyrus’s
magic attacks are so powerful, it could take up to 16 turns to defeat him. That’s a bit too many.

*Gonzare’s Elements Efficiency.
Instead, we could adjust Gonzare’s susceptibility to those magic attacts. By changing Gonzare’s Elements
Efficiency from “C” to “D” for “Wind”, “Fire” and “Ice” we reduce the damage he takes from those
attacks by half. In terms of balance, this seems to be a much better method of adjusting Gonzare’s
parameters.

Step 47: Creating a Battle Event

*Having characters speak during a battle.
We can use Battle Events to have characters speak during a battle.

*Battle Event (Troop)

Battle Events are essentially the same as regular Events. You can plan several of them in a row, create
additional Event Pages and set certain conditions for their execution. The New Event Page and Copy
Event Page functions are retained as well.

*Setting conditions for a Battle Event.
By clicking on the ellipse next to Condition we can set the conditions for the Battle Event to execute. We
want Gonzare to say something before the battle, so we checked the Turn No. option and set both
numbers to 0.

*Span setting.
The Span setting is for setting how often the Battle Event occurs when the conditions are met. For
example, if you only want the Battle Event to execute once over the course of the battle (as we do here),
the select “Battle”. Selecting “Turn” means that the Battle Event will execute once each turn, if the
conditions are met. “Moment” will allow the Battle Event to execute each and every time the conditions
are met.

*Setting the Battle Event contents.
Double-click on the “@” mark to call up the Event Command List. Select the Show Text Event Command.

*The Show Text Event Command.
You can now input Gonzare’s message and face graphic. We’ve selected the bottom-right face in the
Monster category.
*This graphic is not available in the trial version.

*The completed Gonzare Battle Event.
Congratulations! You have cleared Level 20. In the next level, we’ll create the final scene with Gonzare.

Return to Table of Contents

Level 21: Creating the Boss Battle 2

Welcome to Level 21 of the RPG Maker VX Introductory Course. In the previous Level, we created the
boss, Devil King Gonzare.

We are now ready to create the actual Boss Battle Event.

Step 48: The Battle Processing Event Command

The final battle will take place in Level 2 of the Devil King’s Lair.

Creating the Devil King Event

First, we need to create the Devil King Event.

*Creating a New Event.
Right-click on the Devil King’s throne (015,009) and select “New Event...” from the pop-up menu.

*Graphic and optional settings.

For the graphic, we’ve selected the character at the bottom-right of the Monster list. All other optional
settings can be left as they are.
*This graphic is only available in the full version of RPG Maker VX.

The Battle Processing Event Command

We will use the Battle Processing Event Command to set up the battle with the Devil King, but to
prevent things from beginning too abruptly, we’ll have the Devil King say a few lines first.

*The Show Text Event Command.
Double-click on the “@” mark and select the Show Text Event Command. Select the appropriate face
graphic and enter the lines for the Devil King. Click “OK” when finished. Next, bring up the Event
Command List again and select “Battle Processing...” from page 3.

*Battle Processing dialogue.

The first thing we need to set is the Troop. We can do this either by selecting the appropriate Troop
directly, or by using Variables.

*If “Can Escape” is selected.
The Battle Processing Event Command lets us create different scenarios depending on the results of the
battle. If “Can Escape” is checked, then the player has the option of fleeing the battle. We are then able
to create Events for when the player flees and for when the player wins. If this option is not selected,
then the “Escape” option is greyed out during the battle and the player can not flee. This is a type of
conditional branching.

*If “Continue Even When Loser” is selected.
With the “Continue Even When Loser” option is selected, the game will continue even if the main
characters lose all their HP during the battle. In most cases, the game would end in this circumstance,
but this option allows the player a chance to become stronger and try again. This option is typically used
for battles with big bosses.

*When both options are checked.

It is also possible to select both options. In this case, we will be able to create Events for when the player
flees, when the player wins and when the player loses. For our purposes, we’ll select only the “Continue
Even When Loser” and create only a single branch for when the player loses. That means we’ll create 2
Events: one for when the player wins and one for when the player loses.

Setting up the Winning Event

*When the player wins.
Double-click the “@” mark directly below the “If Win” text in the Event Editor.

*The Show Text Event Command.
Use the Show Text Event Command to input the defeated Devil King’s lines.

*The Control Switches Event Command.
To record the fact that the Devil King has been defeated, we’ll create a Switch for the Event. use the
Control Switches Event command to create the “Defeated Devil King” in the 0007 position and make
sure it is set to “ON”. The winning Event is now complete.

Setting up the Losing Event

*When the player loses.
Double-click the “@” mark directly below the “If Lose” text in the Event Editor.

*The Show Text Event Command.
Use the Show Text Event Command to input the victorious Devil King’s lines.

*The Change State Event Command.
Since the characters were defeated in battle, they have become incapacitated. Since they can not
complete the game in this state, we need to create an Event to help them recover. This is done with the
Change State Event Command. You will find it on page 1 of the Event Command List. The different states
you can choose from are all listed in the database. In this case, we will select “Incapacitated”.
Since this applies to the whole party, we’ll select “Entire Party” from the Actor menu. In the Operation
pane, we can decide to add or remove the selected state. Since we want our party to recover, we’ll
select Remove”. This completes the losing Event command.

*The completed Event Page 1.

Creating Event Page 2

Page 2 of the Event will execute after the Devil King has been defeated. Click “New Event Page” at the
top of the Event Editor.

*Setting the Event conditions.
Next, we’ll set the conditions required to execute the Event. Select the “Switch” option and choose
“0007:Defeated Devil King” by clicking on the ellipse on the right.

*The completed Event Page 2.

And that’s all we need to do for Event Page 2. The purpose of this Event Page is to make the Devil King
disappear after being defeated, so there is no need to set any graphic or other Event Command.

Step 49: Setting the Ending

Once the Devil King has been defeated, we need to inform the player that he has achieved the goal.
There are several ways to do this.
First, let’s think about how we’d like the game to end. Here’s a simple outline:

Defeat the Devil King


Informing the Good King and running the end Event.


Staff roll


Game end (return to title screen)
We’ll deal with the end Event, staff roll and game end in the next Level. For now, let’s tel the Good King
the good news!

Displaying a Message that the Devil King is Dead

*Guiding the player with a message.

The next thing we need to prepare is the message announcing the defeat of the Devil King. This is the
easiest way to get the message across to the player.

*Adding a Show Text Event Command
Go back into the Devil King Event and insert a Show Text Event Command at the bottom of the “If Win”
branch. We need to express that peace has returned to the kingdom and that the player had better go
back to speak with the Good King. To differentiate this message from a regular message, we’ll adjust the
Background option and set it to “Dim Background”. We’ll also set the Position of the window to
“Middle”.

Prevent Future Monster Encounters

It’s best to turn off the monsters for the journey home. What a waste to die after having defeated the
Devil King!

*The Change Encounter Event Command
We’ll set this in the “If Win” branch as well. Select “Change Encounter” Event Command from page 3 of
the Event Command List. Ensure that Operation is set to “Disable”. Monsters will no longer appear until
a similar command resets the Operation to “Enable”.

*Devil King Event with the Change Encounter Event addition.

Changing the Village People’s Lines

*Receiving thanks
It’s a nice finishing touch to have the village people change their lines to say a thank you.
*The Show Text Event Command.

This is easy to do. Add a new Event Page to the Event that we already made. Set the
Switch ”0007:Defeated the Devil King” to on for that page and use the Show Text Event command.
These are small touches that aren’t necessary to advancing the game, but can really make a difference in
the eyes of the player.

Checking with a playtest

When playtesting the final boss scene, don’t forget to test both winning and losing Events!
Congratulations! You’ve cleared Level 21. In the next Level we’ll create an ending.

Return to Table of Contents

Final Level: Creating the Ending

Welcome to the Final Level of the RPG Maker VX Introductory Course. In the previous level, we created
the Devil King Event.

In this final step, we’ll complete the brief outline we created in step 49 and create an ending Event that
encompasses telling the Good King to the game end.

Step 50: How to Create Autorun Events

When the player returns to the Good King’s Castle, we want to final Event there to execute
automatically, In RPG Maker VX, Events that execute automatically are called Autorun Events. Here we’ll
look at just how to create them.

Create a New Event

*Creating a new Event.
We’ll create this Event in the Good King’s Castle. Unlike people or treasure chest Events, there is no
need for the player to touch or otherwise interact with the Event, so no graphic is necessary. Think of it
as a helpful stagehand. You can create the Event at any coordinates of the map you like. For ease of
remembering, we’ve selected 000,000.

*Setting the Event conditions.

If we forget to set this Switch in the Conditions pane, then the ending scene will begin as soon as the
game starts! Since we only want this Event to execute after the Devil King has been defeated, we’ll make
sure the Conditions pane is set to “Switch 0007:Defeated Devil King is ON”.

To make this an Autorun Event, we need to set the Trigger setting to “Autorun”.

Point: The Structure of an Autorun Event

Autorun Events are executed as soon as the Conditions set for them are met, and the player has no
control over them. So if there is a mistake in their set up, it’s possible to enter an infinite loop where the
Event repeats itself endlessly.
You should already be carefully checking all of your Switches to ensure proper functioning of the game,
however, this can not be overstated for Autorun Events. A mistake here can cause a fatal error in the
game. If you find yourself stuck in an infinite loop, press F12 to escape.

Setting the Set Move Route Event Command

With the Trigger for our Event set to Autorun, we can now begin setting the List of Event Commands.
First, we’ll arrange for the characters to walk up to the Good King on their own.


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