RPGMaker 2000 A User's Guide to the Database and Event Commands Version 1.00 By Sky Render TABLE OF CONTENTS Introduction Database Sections Heroes Skills Items Monsters Monster Parties Attributes Conditions Battle Animations Terrain Settings ChipSets Common Vocabulary System Settings Common Events Events Appendix Regular Event Commands Monster Party Event Commands INTRODUCTION RPG Maker 2000 is probably one of the most advanced (and poorly documented) PC RPG makers out there. That's why I decided to make this guide: as a way to figure out how each basic function of the event and database systems works, and how to manipulate them. I don't give a guide on how to build fantastic effects here, only the basics of what things do. If you want a guide to fantastic events... Well, you'll have to wait for a bit, I'm still working on my own. :P Anyhow, I hope you get some good information from my guide. DATABASE SECTIONS The database is the key to an RM2K RPG. All critical data concerning heroes, skills, items, monsters, conditions, effects, and so forth are all stored in the database, and referred to by many of the event commands used by the Events system. Heroes This is probably the most important part of the database, seeing as if you don't have a hero, you don't have a game. It works as follows: Sidebar: List - This is the list of heroes. There's 8 pre-built characters, but feel free to make your own. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of heroes that your RPG will have. (You can always add or remove party members later) Character Data: Name - Obviously, the character's name. You can call this in dialogue boxes with the /n[#] command, where # is their number in the database (you can abbreviate, so 1 will work just as well as 0001). NOTE: using /n[0] prints the leader of the party's name instead of a set name. Degree - The character's "class" name. This is optional, but it can be useful. Select Walk Graphic - Pretty simple. Choose a chipset character that you want your character to look like. Transparent - Turn this on to make this hero appear semi-transparent. Initial Level - What level the character starts at. It can only go between 1 and 50, unfortunately. Maximum Level - An interesting feature, you can set the highest level that any character can reach here. Select Face Graphic - Really simple. Choose a face to match their walking graphics. Or don't, if you want no faces in the menu. Options 2 Sword Style - This lets a character use two weapons instead of a weapon and a shield. Equipment Fixed - If this is on, then no equipment can be changed for that character. Useful for temporary party members. Controlled by AI - A battle feature. You can have a character automatically attack in combat, without asking for player input. Good for animal characters. Strong Defense - This makes the character with this attribute take 10% of any damage taken when they defend, instead of 50%. Experience Curve - This is the way character experience is calculated. Common Cost - The basic multiplier. The higher it is, the harder it is to level up. Increasing Power - The secondary multiplier. This one has a more intense effect than the above. Corrected Cost - Adds a fixed amount necessary per level extra. It can be useful for evening things out a bit. Ability Curves - The curves of stats. NOTE: I reccomend that you define your own custom curves for all stats. Max HP - How much damage the character can take in battle before dying. Max MP - Affects skills; the more the character has, the more they can use skills that have MP requirements Attack - How much damage a character can do to an enemy with weapons Defense - How much damage is reduced when the character is attacked by a weapon Magic - How much damage the character does and takes with and from magic. Agility - How fast the character is in battle. Critical Hit Chance - The chance that a character will do a critical hit (2x damage) when attacking. The critical hit scale is an 1:x ratio (ie. if you input 30 for a character, they have a 1 in 30 chance of getting a critical hit on any given turn). Initial Equipment - Simply put, what the character starts out with. The options are fairly self-explainitory. Unarmed Battle Animation - The attack pattern shown if the character isn't holding a weapon when they attack. Skills - These are abilities that the character knows (or will know). You can set up what level they learn the skill at, and what that skill is. Note that you can also teach skills with items or events, so this system is not necessarily the best. Skill Slot Name - You may want a custom name for the skill set for your character (ex. Magic, SwordSkill, etc.). If that's so, then enable this feature, and name it as you see fit. Condition Effect - You can set the character's weakness (or strength) to status ailments here. Using the pre-sets as an example, A is extremely vulnerable, and E is immune (however, you can set them up however you see fit). Attribute Effect - These are similar to Condition Effects. How much elemental magics, weapon attack types, and absorption effects do to your character. Same system defaults and flexibility as above. Skills What fun is a game where you can only use basic weapons to attack? You can set up your own skills and magic spells here. List - This is the list of skills. The database comes pre-loaded with some generic skills, but you don't have to use them. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of skills that your RPG will have. (You can always add or remove skills later) Name - The skill's name. It's only important for menus, really. Classification - The type of skill you're making. Normal - A standard, battle-based skill. Most skills will probably work like this. Teleport - A teleportation skill. Note that I really don't like this feature, as I can't mess with switches or call special events with it. Escape - An escape skill, obviously. Switch - The skill acts as a switch. Useful, in many cases. MP Cost - How much MP it takes to cast the spell or use the skill. I do reccomend that you don't make any 0 MP skills/spells, as that means that they can always be used (which is quite unfair). Available At - This applies only to Switch skills. You can make a skill that only works out of battle, only in battle, or works in both. Explanation - A brief description of what the skill does for the player. You can explain it (or not explain it) however you see fit. Sound Effect - Some skills (read: not Normal skills) let you define a special sound effect. Just select the sound that suits you. Effect Range - What the skill affects. You can have it affect, one enemy, all enemies, the user, a single party member, or all party members (sorry, there's no "select one or all" ability in RM2K). Using Message - The message (or messages) shown when a skill is used. The first message shows the user's name and then whatever you type after it (without a space, so you may want to add your own). The second line appears alone below the first line after the skill effects start. *Chant, *Cast, *Use - Auto-use messages. They're not too useful with the RM2K translated versions, though... ON Switch - Switch skill only: what switch is to be turned on. Battle Animation - Normal skill only; what battle animation will be shown when the skill is used. Failure Message - The message shown if the skill does not take effect. You can pre-set up to four custom messages in the Common Vocabulary section. Attack Effect - This determines how much effect Attack has on the skill's power. At 0, Attack adds nothing to the skill. At 10, Attack adds up to 1/3 of it's total to the basic effect. Magic Effect - This determines how much effect Magic has on the skill's power. At 0, Magic adds nothing to the skill. At 10, Magic adds up to 1/3 of it's total to the basic effect. Variation - This determines how much (or little) variation there is in the skill's power. At 0 variation, the skill will always do a fixed amount of damage. At 10 variation, the skill will range from 50% weaker to 50% stronger. Basic Effect Value - This is how much damage (or healing) the skill will have. (Values for basic effect) - These are what the Basic Effect Value affects. Absorption makes the character involved steal the stats for themselves, and Defense Ignore does just that (ignores Magic and Defense attributes; note that it does not ignore the Defend command, if used) Basic Success Rate - Chance of success for status ailments. Thankfully, this is not a ratio. Cure/Cause Condition - Choose what conditions to cure (or cause, if the skill is an attack skill). Success will be determined by the monster's (or ally's) stats as well as the Basic Success Rate, so be wary. Attack/Defense Attribute - Set the elemental/effect attributes of the skill. For example, a fire spell would probably be fire-elemental, and a sword attack would probably be a slashing attack. Similarly, you can enhance defense against such things with these functions if it's a positive effect spell. Defense Down/Up - This lets you make an enemy more suseptible to the chosen elements and/or effects, as well as increase defense against such things, in the case of ally-effecting spells. Items Items are as critical to an RPG as the characters are. Without them, you don't have weapons or armor, much less healing items or plot-related items. List - Like most everything in the database, items are kept in a list. As with heroes and skills, there are pre-designed items, too. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of items that your RPG will have. (You can always add or remove items later) Name - Item's name. You have 20 letters to work with, so try to be as original as you can be. Classification - The type of item you're dealing with. Common Goods - A generic item. Can't be used for anything. Most plot items are Common Goods. Arms - The weapons. Unless you're building a hand-to-hand combat RPG, you will probably be building a few of these. Shield - Self-explainitory, really. Armor - Also quite self-explainitory. Helmet - Once again... Other - Aka. accessories. Medicine - Healing items. The classic Potion and Antidote items would fall into this category. Book - An item that teaches a skill to a character. Material - Items used to raise (or lower) a character's stats permanently. Unique - An item that performs a skill when used. Switch - An item that turns on a switch. Price - The price of the item in shops. If you set price to 0, then the player cannot sell it. Note that they CAN buy it, though... Explaination - A description of the item that will be shown in the menu and in combat. Who Can Equip It - Determines which party members can equip the selected item. Useful for keeping mages from wielding powerful weapons. Change in Ability Values - Set how much the selected item changes any given stat. Note that you can make values negative, as well. Equipped Hand - Determines whether or not the weapon requires both hands. If it does, then the player cannot equip a Shield-type item. Battle Animation - Sets up an animation for a weapon when used in combat. Options - Set up custom attributes for weapons/armor Weapons Options Pre-emptive Attack - Player using this weapon will always make the first move in combat. Attack Twice - Just that: the weapon automatically attacks the enemy two times. Attack All Enemies - Like it says, the weapon will hit all enemies. Ignore Monster Evasion - Essentially, the weapon is absolutely guaranteed to hit. Armor/Accessory Options Prevent Critical Hit - Your character can't be hit by critical hits. Raise Avoidance of Physical Attacks - Pretty self-explainitory. Half MP - All spells/skills/weapons/items take half as much MP to use. No Terrain Damage - Any damage normally taken from terrain tiles is ignored. MP Cost - How much MP a weapon takes to use. The weapon can still be used after all MP is consumed, however. Hit Chance - The chance of the weapon hitting it's target, obviously. Critical Hit Chance - Chance that the weapon will do two hits instead of one. Not a ratio, fortunately. Attack/Defense Attribute - A weapon or armor's attributes. With weapons, the attribute's effect is considered when hitting enemies, and with a piece of armor, defense against that attribute is calculated by the collective effect of all armor pieces. Change to Condition - What a weapon will change an enemy's condition to when used against it. Changing Chance - Probability of success for the condition change. Prevent Condition - Conditions that a piece of armor will prevent. Prevent Chance - Probability of success (I would assume that the effect is cumulative, ie. if two pieces of armor equipped have 50% chance of blocking the same ailment, then the ailment will not affect the equipped character). Number of Times Useable - How many times the item can be used before one unit is expended. You'll probably rarely need to do any type other than 1 or Limitless. Effect Range - What the selected healing item will affect. Useful for making items that heal all party members. Cure Condition - What condition(s) will be cured by the selected item. It seems that it was mistranslated to "Change to" in Don Miguel's translation. HP Recovery - How much HP the player will recover when the selected healing item is used on them. Can deal with both percentage HP and actual numbers of HP. MP Recovery - How much MP the player will recover when the selected healing item is used on them. Can deal with both percentage MP and actual numbers of MP. Options - Effects that a healing item will have Only Use in Field - The selected item does not work in battle. Effective Only on Unconcious Heroes - Basically, this should be used for reviving items only. Learn Skill - The skill that a Book-type item will teach. Invoke Skill - The skill that a Unique-type item will invoke. ON Switch - The switch that a Switch-type item turns on. Available at - Where a switch-type item can be used (field, battle, or even both) Monsters Unless you're designing your own custom battle system (a possibility, I concede), you'll probably be using this particular section to design your RPG's baddies. List - The list of monsters. Like just about everything else in the data- base, there are pre-loaded default monsters. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of monsters that your RPG will have. (You can always add or remove monsters later) Name - The monster's name. 20 letters available, so come up with something original, if you can. Select Monster's Graphic - Set up the monster's general appearance. Transparent - Check this if the monster should be semi-transparent in battle. Air - Set this if the monster is supposed to float in mid-air. Set... - Set the monster's graphics from a list of graphics. Ability Value - Set up the monster's basic stats. Note that a monster can have up to 9999 HP and MP, unlike the player. :( Gain - Set up what the player gets after battle in terms of experience, money, and an item. Most of this section is very self-explainitory. Critical Hit Chance - Like the player section, the chance that a monster's blow will do 2x damage. And it, too, is a ratio. Condition Effect - Set how likely a status ailment is to affect the monster. The actual effect will depend on what you set up in the Conditions section under each letter. Afflicted Condition - Interesting mistranslation... Anyway, this is how much affect attributes have on the target. True effect for each letter is determined in the Attributes section. Attack Patterns - Set the enemy's attack patterns. (Actions Pattern dialogue box) Action Conditions - Set the condition for the action to take place. Type - The type of condition. Usually - No pre-requisites. Switch - A switch must be on (chosen below) Turn Number - Monster does the move on x * y or turn y. Monsters Quantity - Move is only used when the number of monsters is between x and y. Oneself HP - Move is only used when monster's % HP is between x and y. Oneself MP - Move is only used when monster's % MP is between x and y. Hero Average Level - Move is only used when the hero's party's average level is between x and y. Hero Exhaustion - Move is only used if hero's party's average HP lost is between x and y. Priority - Level of probability that a skill will be used. 100 means that it will absolutely be used, and 1 means that it will quite literally never be used. (Values) - Used by most options, there are two boxes (labeled as x and y above). (Switch ON) - For the Switch condition, what switch needs to be on for the move to be used. Turn Switch ON - Turn on a switch when the move is used. Turn Switch OFF - Turn off a switch when the move is used. Subject - The type of attack Behaviour - Generic attack types Normal Hit - Standard attack based off of Attack stat Critical Hit - Double attack based off of Attack stat Defend - Reduces all types of damage by 1/2 Watch State - Equivalent of doing nothing at all (shows message) Accumulate Power - Double attack power for next turn Self-Annihilation - Classic "bomb" effect; enemy kills itself, deals about the same amount of damage as it's remaining HP to it's target Escape - Monster runs away from battle Nothing - Pretty much the same as Watch State, but without a message Skills - Uses a special technique Transform - Enemy turns into another enemy Monster Parties Enemies are great, but why not have multiple enemies in one battle? Or, have special events in a battle? This is how to pull that off, and the only way to let the player fight the monsters. List - A list of the monster parties. A few pre-loaded monster parties are already set up. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of monster parties that your RPG will have. (You can always add or remove monster parties later) Name - The name of the monster party; just for your own reference. Auto Name Group - Automatically generate a name for the monster group, based off of what monsters are in it. Battle Test... - Test battling the monster (or monsters). (Monster Group Battle Test dialogue box) Party Size - Set how many party members will fight. Note that you cannot go into combat with no party members. > Start Combat - Start the test combat. Hero # - Set up the equipment and level for the hero(es) that will fight. Hero - Which hero will be fighting. Level - The level that the hero will be at. Initial Equipment - Set up the hero with all of their initial equipment. Equipment - Set up the hero's equipment Ability - Simply a list of what the character's stats will be in combat. Change BG... - Change the battle background displayed in the Monster Parties screen. (List of monsters) - Monsters that you can add to a group of monsters. Add - Add a monster from the monster list. You can have up to 10 monsters per group. Remove > - Remove a monster from the monster group. Clear All - Remove all monsters from the monster group. In Row - Line up all monsters evenly at the same level. Appear in - Used by the Random Encounter engine, enemies can be set to only appear when the player is on certain terrain types. Route From Appearance - A deceptive command that makes an enemy not show up initially in battle. Note that you have to use an event to make them show up. This command is accessed by right-clicking on an enemy in the graphical display of the current monster party. Battle Events - Set up special events for any given monster group. New Page - Add a new page of code to the event. Copy Page - Copy the current page of code. Paste Page - Paste a copied page of code. Delete Page - Delete a page of code. (Event) - An event that will occur in battle. Trigger - Set up a specific trigger for the event. (Battle Group Event Trigger dialogue box) Switch - Set up up to two switches that are required to be on for the event to activate. Variable - Set up a single variable so that it must be at or above a certain value for the event to activate. Turn Number - Set up the event so that it will only activate on certain turns. Exhaustion - Set up the event so that it will only activate when the overall missing HP of the entire party is between two values. Monsters HP - Set up the event so that it will only activate when a particular enemy's HP is between two values. Hero HP - Set up the event so taht it will only activate when a hero's HP is between two values. (Event List) - list of event commands executed. For a full list of the event options, see the Monster Party Event Commands section in the Appendix, section B. Attributes Attributes are the ever-so-fun elements and attack types. List - The attributes that your RPG will have. As always, there are several pre-defined attributes. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of attributes that your RPG will have. (You can always add or remove attributes later) Name - The name of the attribute; this can be shown in certain skills in battle, so try to think up a good name. Classification - This really doesn't seem to do anything, but you can define whether your attribute applies to weapons or skills. Effect Rate - How effective an attributed weapon/skill is against an enemy. You can define what A-E's effects are. Conditions Everybody's favorite, conditions are the ever-so-loved status ailments that almost every RPG seems to sport. List - The status ailments that your RPG will have. Note that you must always have at least one status ailment (Death). There are a few pre- defined conditions, as well. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of conditions that your RPG will have. (You can always add or remove conditions later) Name - The name of the condition; very constricted, unfortunately. :( Classification - The type of effect Movement effect - Basically, it makes the effect last out of battle as well as in battle Combat Effect - Wears off after battle automatically Color - The color the ailment is shown in when the player has it Priority - The level of priority that the status ailment holds when displaying what status ailments the character suffers from Action Limitation - How the player is limited Inside Battle - Character cannot move in battle while they have the ailment Restriction - Character can move freely in battle Common Enemy Attack - Character cannot be controlled in battle Common Ally Attack - Like the above, but they hit allies instead of enemies Effect Chance - Define here what A-E mean in other parts of the database How to Heal - You can have an ailment go away after a certain number of turns, or if the player is hit by a physical attack Abilities Halved - Check these to halve the player's abilities while under the status ailment Hit Rate Change - This is what the player's hit rate will be decreased to Can't use Skills - Set these up as you see fit. The number you can input determines the MP limit for the spell/skills that the player can use, I believe, but I can't tell as of yet. Messages - These are the messages that will be displayed if the status ailments take hold, or are cured. Decrease HP - You can set up how much HP is decreased both inside and outside of battle here. Decrease MP - You can set up how much MP is decreased both inside and outside of battle here. Battle Animations This is where you build the appearance of your character's weapons and skills. List - The list of battle animations. If you didn't guess already, there are a good deal of pre-built battle animations. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of animations that your RPG will have. (You can always add or remove animations later) Name - The name of the animation; for reference only Battle Animation - The tileset to use for the animation Test Victim - You can test your battle animation out. Use this to determine what you will be testing it on Max Frame Count - The maximum number of frames. You can increase or decrease it as you see fit. SE and Flash Timing - You can set up sound effects and flashes here. Frame - What frame to play the sound and/or flash the screen. Sound Effect - The sound to play, if any Flash Range - What the flash will hit, if anything (target or screen) Color - The basic color and intensity of the flash Apply Scope - Set up the skill according to how it's meant to be used (on one target, or all targets) Y Coordinate Line - Set this up for single Apply Scope skills to give yourself a guideline Frame - Choose what frame of the animation to edit (Design Screen) Set up the battle animation frames here. You can set the properties and priorities of animation pictures here, too. Properties - Set up the properties of an animation picture Pattern Number - Which pattern of the current tileset will be displayed Magnification - How magnified (or not magnified) the pattern is Transparency - The level of transparency of the pattern Color - Any color modifications to the pattern Sample - A sample spectrum Use Grid - This will even out animations by forcing them into an 8x8 grid Get Previous - Copy the previous frame into the current frame Edit... - Allows you to copy and/or clear multiple frames Complete - A rather interesting feature, but I haven't messed with it. It seems to be designed to auto-update an element of an animation in all frames. Create All... - This sounds like it's powerful. It seems to be an animation completion engine. I have not messed with it, though. > Playback - Play the animation (Bar of pictures) - These are the pictures that you can add to a frame. Terrain Settings Ah, battle backgrounds, and so much more. These terrain settings determine a lot more than just what battles look like, when used properly. List - The list of battle terrains. As always, you'll find a fair amount of pre-defined terrains. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of terrain types that your RPG will have. (You can always add or remove terrain types later) Name - The terrain type name; for reference only Damage - How much damage the player will take while standing on this type of terrain Enemy Magnify - How much enemies are magnified (or not magnified) when the player fights them in this terrain Set... - Set up the battle background for this terrain type Passable by Boat - The Boat vehicle can move over this terrain. Passable by Ship - The Ship vehicle can move over this terrain. Passable by Airship - The Airship vehicle can move over this terrain. Airship Landing - The airship can land on this terrain type. Character Display Method - You can set how the player's character will be displayed on the terrain (2/3 transparent, 1/2 transparent, or full transparent) ChipSets The ever-so-useful chipsets are the graphics that are displayed on maps. List - The list of chipsets. If you didn't guess that there are pre- defined chipsets, then you obviously haven't been reading this guide too closely. :P To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of chipsets that your RPG will have. (You can always add or remove chipsets later) Name - What you call the chipset; reference purposes only ChipSet Graphics - Pick a chipset graphic set to use Lower Chip - The basic terrain. The player can't do much without this tile layer. Upper Chip - The overlay terrain. This is where all the pretty decals, like bushes and trees, are kept. Terrain Type - Set the terrain attributes to various tiles. Select the terrain to set the attribute on from the Terrain list on the right. Passing/Blocking - Define whether or not a tile (upper or lower) can be walked over by the player or other events Passability - Set up how passable a terrain is. Only truly useful for the upper chip Counter Attribute - An upper tile with this attribute acts like a counter (ie. the player can activate events on the other side of it) Set to All... - Set all lower tiles in the current chipset to a set terrain type Sea Tile Animation - Set how many frames are played for water animation (NOTE: 1-2-3 looks REALLY ugly, in most cases) Speed - How fast the Sea Tile Animation moves Common Vocabulary The core of the RPG. This is all of the text that appears in most places throughout the RPG in menus and such. Terms 1 - Most of this is in-battle text. You can figure out what most of it is for by testing with it. Terms 2 - More battle stuff. Note that the second entry should read "Enemy Takes no Damage", not "Enemy Damage", and that "Friend Damage Accept" should be "Friend Takes no Damage". Terms 3 - Shops. Most of it is fairly clear, so I won't bother explaining it. Terms 4 - More shops, and the inn data. Note that "Stay at 1 night" should be "Don't stay". Terms 5 - Menu stuff, for the most part. Customize as you see fit. System Settings This is where the majority of the data for sound effects and music generically used are stored, as well as title and game over screens. Vehicle Graphics - Set up what your game's vehicles will look like here. Title Graphic - Obviously, what will be displayed on the title screen. Game Over Graphic - The graphic for when the player loses. Initial Party - These are the party members that will start out in your party when you start a new game. NOTE: you can set up no party members if you want to have an intro without the player character in it. System BGM - Various MIDIs that will play for various events. System SE - Various sounds that will play for various events. System Graphics - The graphics system used by your RPG. Transitions - These are transition effects that will be displayed for the Teleport command and battles. Common Events These events can be called from anywhere in your RPG, and can do just about anything you want. List - All common events found in your RPG. Although the default has 15 pre-set common events, none have any code in them. To erase an entry, press delete. To copy an entry, press CTRL+C, and to paste a copied entry, press CTRL+V. Maximum Field Count - Set this to the number of common events that your RPG will have. (You can always add or remove common events later) Name - The event's name; reference only Event Start Condition - Set up the type of event Call - Must be called to work Auto-Start - Will run automatically, and the player will not be able to control their character, nor will other events be able to run. Parallel Process - Will run "in the background", and not interfere with other events running at the same time. Appearance Conditions Switch - You can set up a Common Event to only activate if a certain switch is on Events Commands - See Appendix A for a full list of functions APPENDIX A: REGULAR EVENT COMMANDS Show Message - Display a message box. Message Style... - Set up the style of message Window Format - Choose whether the message box should be normal, or not have a background. Window Position - The default position of the message box. Prevent Hero from Hiding - Prevents the hero's graphics from being hidden behind the message box. Allow Other Events to Continue - Lets non-parallel-process events continue while the message box is on-screen. Select Face... - Set a face up to be displayed along with the Show Message command. Set... - Select a face from the list of possible face graphics. Erase - Reset the face graphic to none. Display Position - Set the side of the screen to show the face graphic on. Flip Horizontal - Show the picture in reverse. Show Choice... - Show a series of options for the player to choose from. Choice # - What text will be displayed for that choice (no text means no choice for that line) Cancel Case - What to do if the player presses Escape. Add Case means that you can let the player cancel without having to sacirifice one of your choice options that lets them do this. Input Number... - Have the player enter in a number. # of Digits - Set the maximum number of digits that the player can enter. Variable to Store In - Which variable will hold the inputted number. Change Switch... - Change a switch. One - Select a specific switch. Range - Select a series of switches. Variable - Select a variable switch number (you have to select a variable for this switch's value, obviously) Set - Set the status of the switch, either on, off, or toggle. Change Variable... - Change a variable. One - Select a specific variable to change. Range - Select a range of variables to change. Variable - Select a variable, um, variable to change. O_o Set - Select the modification to make to the variable: set, add, subtract, multiply, divide, or modulus (remainder) Set - Use a set value to consider on the variable's modification. Variable - Use another variable's value as the modifier Variable No. - Rather useless, really. Use a variable's index number as the modifier. Random - Set the modifier to a random number between two values. Item - Set the modifier to the number of owned or equipped amount of a particular item. Hero - Set the modifier to one of any of your RPG's hero's stats. Event - Set the modifier to an event's value. Map ID - Event current map's ID lookup number X Coordinate - Event's X coordinate Y Coordinate - Event's Y coordinate Beyond Facing - Direction the event is facing Scene X - Event's current position in a scene, on a 320x200 scale Scene Y - Event's current position in a scene, on a 320x200 scale Other - Set the modifier to some other value. Money - Set it to current funds Timer Seconds Left - Set it to the seconds left on the timer Party Size - Set it to the size of the player's current party Number of Saves - Set it to the number of times the player has saved Number of Battles - Set it to the number of battles the player has fought Number of Victory - Set it to the number of VICTORY events that the player has triggered. Number of Defeats - Set it to the number of DEFEAT events that the player has triggered. Number of Escapse - Set it to the number of ESCAPE events that the player has triggered. Midi Play Position (Ticks) - Set it to the current tick value of the MIDI playing. Timer Operations... - Set up the in-game timer Set - Choose how to modify the timer (Set it, start it, or stop it) Operand - Choose how to set the timer (fixed or variable) Display Timer - You can choose not to let the player see the timer, if you want Available in Battle - Timer will show up in battles Change Gold Held... - Change the amount of funds the player currently holds Set - Choose whether to add or decrease money Operand - Set up how much money to add/decrease (fixed or variable) Add Item... - Add or drop an item to or from the player's inventory. Set - Choose whether to add or drop an item. Add/Drop Item - What item to add or drop (fixed or variable) Operand - How many to add or drop (fixed or variable) Change Party... - Change the hero's current party. Set - Choose whether to add or remove a party member. Replace Character - What character to add or remove (fixed or variable) Change EXP... - Change the current experience owned by a character Target - Who to change the experience of (all, fixed, or variable) Set - Choose whether to add or decrease experience Operand - How much to add/decrease from experience (fixed or variable) Show Level-up Messages - Show messages for level up, if the character(s) level up from experience gain Change Level - Change a character's current level Target - Who to change the level of (all, fixed, or variable) Set - Choose whether to add or decrease levels Operand - How many levels to add or decrease (fixed or variable) Show Level-up Messages - Display messages for when a character levels up Change Ability - Change a basic stat of a character. Target - Who to change a stat of (all, fixed, or variable) Set - Choose whether to add or decrease the stat Ability Type - Choose the ability to change Operand - Choose how much to change the stat by (fixed or variable) Change Skill... - Change what skills a party member can use. Target - What party members to affect (all, fixed, or variable) Set - Choose whether to teach them or make them forget the skill. Skill to Change - The skill that will be added or removed (fixed or variable) Change Equipment... - Change what a party member has equipped. Target - What party members to affect (all, fixed, or variable) Set - Choose whether to equip or remove equipment. Equipment Item - What equipment to equip on the character (fixed or variable) Remove Equipment - What equipment to remove from the character (any or all) Change HP... - Change a character's current HP Target - Who to change the current HP of (all, fixed, or variable) Set - Choose whether to add or subtract HP Operand - Set how much HP to add or decrease (fixed or variable) Impossible Death - Make it so that the player cannot die, even if all of their HP is decreased by this move (they'll be left with 1 HP if that does happen) Change MP... - Change a character's current MP Target - Who to change the current MP of (all, fixed, or variable) Set - Choose whether to add or subtract MP Operand - Set how much MP to add or decrease (fixed or variable) Change Condition... - Add or remove status ailments to your party Target - Who to change the condition of (all, fixed, or variable) Set - Whether to add or remove a condition Condition Type - What condition to add or remove Full Recovery... - Recover any or all party member's HP Target - Who to recover (all, fixed, or variable) Take Damage... - Make a character take damage Target - Who to damage (all, fixed, or variable) Attack - How much damage to do Defense Effect - How much effect player defense has on how much damage is taken Magic Effect - How much effect player magic has on how much damage is taken Variance - How much the damage can vary Damage Value From Variable - Set the damage to be taken from a variable Change Hero Name... - Change a hero's name Change Hero Degree... - Change a hero's degree/class name Set Hero Walk GFX... - Set up a hero's field graphic Hero - Select the hero to change Transparent - Make hero semi-transparent Set... - Select a walking graphic Change Hero Face... - Change a hero's face Change Vehicle GFX... - Change the appearance of any of the three vehicles Change System BGM... - Change a system default BGM to a different MIDI Change System SE - Change a system default sound to a different sound Change System Graphics - Change the graphic system used (Standard or Royal) Change Screen Transition - Change a system default screen transition to a different screen transition type Start Combat... - Start a battle against a monster party Enemy Group - What group to face (fixed or variable) Battle Background - What background to show (default or specific) Escape Case - Set up what to do if the player runs away (nothing, end event, or add case) Defeat Case - Set up what to do if the player is killed (game over, or add case) First Strike - This option will give the player the first strike Call Shop... - "Call" a shop Shop Type - Choose what type of shop it is (buy & sell, buy only, or sell only) Shop Message Style - Choose which message style from the Vocabulary option in the database that you wish to use. Goods - Set up what goods the player can buy from the shop, and in what order they are listed in the shop Add - Add an item to the list Remove > - Remove an item from the list Add Deal Success Fork - Add a case for if the player buys/sells something Call Inn... - "Call" an inn Inn Message Style - Set up what messages to display from the Vocabulary section of the database Inn Price - How much it costs to stay at the inn Add Rest Success Fork - Add a case for if the player decides to stay Enter Hero Name... - Let the player name their hero (does not work on Don Miguel's RM2K translation) Hero - What hero to name Initial Input Mode - Which Kana set to start on (Hiragana or Katakana) Show Initial Name - Show the character's default name Teleport... - Move the player to another location. The standard way of letting the player move about from world map to town, and so forth. Memorize Location... - "Memorize" a location by storing the Map ID, X coordinate, and Y coordinate of the player's current position into three variables. Go to Memorized Location... - Go to a "Memorized" location by choosing three variables to determine the location Map ID, X, and Y coordinates. Ride Vehicle/Dismount - Make the player get on or off a vehicle; only works if the player is standing over a vehicle Setup Vehicle Place... - Choose a location to put a vehicle Set Event Place... - Set the location of a specific event somewhere on a map (fixed or variable location). Swap 2 Events - Change the location of two events so that they take each other's place Set Terrain ID... - Change a variable to a tile value (lower chip) Position - The location of the tile to take in the value of (can be fixed or variable) Variable to Store Terrain ID - Which variable will hold this data Set Event ID... - Set a variable to the ID of an event Position - The location of the event to take in the ID of (can be fixed or variable) Variable to Store Event ID - Which variable will hold this data Erase Screen - Clear the screen with a screen transition Show Screen - Show the screen with a screen transition Set Screen Tone... - Set the screen's overlaying tone Color - Intensity of each color (from 0%, or grayscale, to 200%, or neon) Sample - A sample of the spectrum that will be visible. Time - How long it will take for the screen to transition to this tone Wait Until Done - Delay all other events until the screen tone is changed Flash Screen... - Flash the screen briefly with a color Flash Color - The color to flash on-screen Time - How long the screen will flash Wait Until Done - Delay all other events until the flash is completed Shake Screen... - Shake the screen Shake Power - How much to move the screen left and right Shake Speed - How fast the screen shakes Time - How long the screen will shake Wait Until Done - Delay all other events until the shaking is completed Pan Screen... - Move the "camera" away from the player a certain number of tiles Set - Type of movement (Fixed, cancel fixed, move position, or return position) Direction to Move - Which way to pan the screen # of Chips - How many tiles to pan Scroll Speed - How fast the screen will pan Wait Until Done - Forces anything after the event to wait until the panning movement is complete Call Weather Effect... - Cause a weather effect (rain, snow, or none) to occur at a particular intensity (low, medium, or high) Show Picture... - Display a picture on-screen Picture Number - A reference number for Move and Erase Picture events Select Picture - Pick a picture to show Show Position - Choose the center of the picture (fixed or variable) Move with Map - Make the picture scroll along with a map, if the map can scroll Magnification - How large (or small) the image should be Transparency - The amount of transparency to show (0%=none, 100%=full) Transparent Color - Set up whether to display with or without transparent interpretation (transparent color can be chosen when importing) Additional Effect - Set a color, rotation, and/or ripple effect Color - Set any color modifications Sample - Color spectrum that will be displayed Rotation - Rotate the image at a set speed Ripple - Make the image ripple at a set speed Move Picture... - Move a displayed picture Picture Number - Which picture to move Position Center - Where to move the picture to (fixed or variable) Magnification - Set the magnification to change the picture to Transparency - Set the transparency to change the picture to Additional Effect - Set a color, rotation, and/or ripple effect Color - Set any color modifications Sample - Color spectrum that will be displayed Rotation - Rotate the image at a set speed Ripple - Make the image ripple at a set speed Movement Time - How long it will take to cause the effects Wait Until Done - Force all other events in the code to wait until the picture movement is complete Erase Picture... - Erase a picture that is currently being displayed Show Battle Animation... - Show a battle animation on an event Battle Animation - Which animation to show Target Event - What event to show the animation on Wait Till Done - Delay all other events until the animation is completed Apply to Full Screen - Ignore Target Event, and display the animation at the center of the screen instead. Set Hero Transparency... - Set up whether the player's sprite is visible or not Flash Event - Make an event flash Flash Color - The color to flash the event Time - How long the event will flash Wait Until Done - Delay all other events until the flash is completed Move Event... - Quite possibly the most versatile option. Make an event move about the screen. Target - What event to move Movement Frequency - How frequently the event will move Movement Route - The route that the event will follow Delete - Remove a movement from the route Clear All - Remove all movements from the route Repeat Action - Have the event continue to do this until otherwise instructed Ignore if Event Can't Move - Go to the next step of movement if the event cannot move Step Up/Right/Down/Left - Have the event move up/right/down/left Step Right-Up/Right-Down/Left-Down/Left-Up - Have the event move right-up/right-down/left-down/left-up Random Directional Step - Have the event move in a random direction Step Towards Hero - Move the event towards the hero event Step Away from Hero - Move the event away from the hero event Step Forward - Step forward (whichever direction the event is facing) Move Speed Up - Make the event speed go up to the next level Move Speed Down - Make the event speed go down to the previous level Face Up/Right/Down/Left - Make the event face up/right/down/left Turn Right 90 Degrees - Make the event rotate 90 degrees right Turn Left 90 Degrees - Make the event rotate 90 degrees left Turn 180 Degrees - Make the character turn around 180 degrees Right-Left Turn 90 Degrees - Make the event turn randomly right or left 90 degrees Random Direction - Make the event face a completely random direction Normal Face Hero - Make the event face the hero Reverse Face Hero - Make the event look in the same direction as the hero Wait a Moment - Make the event wait one frequency cycle Move Frequency Up - Make the event move more frequently Move Frequency Down - Make the event move less frequently Start Jump - Make the event begin a jump End Jump - Make the event stop a jump Fix Direction - Make the event fixate on their current direction Cancel Directional Fixation - Cancel the above Start Slip Trough - Start a "slip trough", where the event can travel over any terrain or event End Slip Trough - End the above Stop Animation - Stop the event's movement animation Resume Animation - Resume animating the event Transparency Up - Make the event more transparent Transparency Down - Make the event less transparent Switch ON... - Turn on a switch Switch OFF... - Turn off a switch Change Graphic... - Change the walking graphics of the event Play SE... - Play a sound effect Move All - Causes ALL Move Event commands in an event to activate Stop All - Stops ALL Move Event commands in an event that are active Wait... - Force the event to wait until the next part can be triggered Play BGM... - Play a specific MIDI Fade-Out BGM... - Fade out the current BGM over a period of 1-10 seconds Memorize BGM - Records the current MIDI as the Memorized BGM Play Memorized BGM - Plays the Memorized BGM Play Sound Effect... - Play a specific sound effect Play Movie... - Play a movie file Select Movie - Select an AVI to play Display Size - How big to make the image played Position - The upper-left corner of the movie's position (fixed or variable) Enter Password... - Store the keystrokes of the player into a variable Variable - Where to store the keystrokes Wait Until Key is Hit - The event will not do anything else until the player hits a key Intput Passable Keys - Sets up which keys the event will acknowledge and record: 1 = down 2 = left 3 = right 4 = up 5 = confirm 6 = cancel Change Chipset... - Change the current Map's default chipset Change Parallax BG... - Set the current map's parallax background Set... - Set the background to use Horizontal Pan - When this is on, the graphic will pan horizontally Vertical Pan - When this is on, the graphic will pan vertically Auto-Scroll - This causes the background to scroll (like cloud effects) at a set speed Encounter Rate... - Set the maximum steps before an encounter for the current map Change Chip... - Exchange ALL instances of a specific tile on a map with a different tile from the same chipset (upper or lower tiles) Set Teleport Place... - Set up a location that can be selected from the teleport menu with the Teleport-type skill. Disable/Enable Teleport... - Disable or enable teleporting for the current map Set Escape Place... - Set the escape place. You can also set it up so a switch is turned on after the player goes to the escape place. Disable/Enable Escape... - Disable or enable the Escape spell for the current map Call Save Menu - Does just that Disable/Enable Save... - Disables or enables saving for the current map Call Menu - Does just that Disable/Enable Menu... - Disables or enables opening the menu Fork Conditions... - Set up a special fork condition Switch - Set up fork to activate only if a certain switch is on or off Variable - Set up fork to activate only if a certain variable meets the specific requirements set up for it. Set - Specific value set as modifier Variable - Another variable's value set as modifier Same - Value of the variable and modifier must be the same for the fork to activate Above - Value of the variable must be the same or greater than the modifier for the fork to activate Below - Value of the variable must be the same or lesser than the modifier for the fork to activate Bigger - Value of the variable must be greater than the modifier for the fork to activate Smaller - Value of the variable must be lesser than the modifier for the fork to activate Others - Value of the variable must be any other value than that of the modifier for the fork to activate Timer - Fork will activate only when the timer is either at/above or at/below the value listed here Money - Fork will activate only when the player has either at/above or at/below the value listed here Item - Fork will activate only if the player has or does not have the item selected here Hero - Fork will only activate if the pre-requisite for the selected hero is met In the Party - Character is in the current party Name - Character's name is the same as listed here Level - Character is at/above selected level HP - Character's current HP is at/above selected level Special Skill - Character knows the selected skill Item - Character is eqipped with the selected item Condition - Character is afflicted with the selected condition Event - Fork only activates if selected event is facing in the selected direction Vehicle - Fork only activates if the player is riding the selected vehicle Started by Decision Key - Fork will activate only if the player hits the Confirm key Play BGM Once - Fork activates when the BGM has played through once Add ELSE Case - If fork conditions are not met, then the ELSE case code is run Label... - Add a jump location in the code Goto Label... - Go to a jump location in the code Cycle - Start a cycle; all code in the cycle will be repeated until a Break Cycle event is found Break Cycle - Cancel a cycle event Stop Parallel Events - Stop all parallel processes running at the moment Clear Timer - Sets the timer to 0 Call Event - Call an event (common event or otherwise) to run Comment... - Add a comment about your code; useful only for the developer Game Over - Automatically cause the player to lose Go to Title Screen - Does just that APPENDIX B: MONSTER PARTY EVENT COMMANDS Show Message - Display a message during combat. Select Face... - Set a face up to be displayed along with the Show Message command. Set... - Select a face from the list of possible face graphics. Erase - Reset the face graphic to none. Display Position - Set the side of the screen to show the face graphic on. Flip Horizontal - Show the picture in reverse. Change Switch... - Change a switch. One - Select a specific switch. Range - Select a series of switches. Variable - Select a variable switch number (you have to select a variable for this switch's value, obviously) Set - Set the status of the switch, either on, off, or toggle. Change Variable... - Change a variable. One - Select a specific variable to change. Range - Select a range of variables to change. Variable - Select a variable, um, variable to change. O_o Set - Select the modification to make to the variable: set, add, subtract, multiply, divide, or modulus (remainder) Set - Use a set value to consider on the variable's modification. Variable - Use another variable's value as the modifier Variable No. - Rather useless, really. Use a variable's index number as the modifier. Random - Set the modifier to a random number between two values. Item - Set the modifier to the number of owned or equipped amount of a particular item. Hero - Set the modifier to one of any of your RPG's hero's stats. Enemy - Set the modifier to one of any of the monsters in the group's stats. Other - Set the modifier to some other value. Money - Set it to current funds Timer Seconds Left - Set it to the seconds left on the timer Party Size - Set it to the size of the player's current party Number of Saves - Set it to the number of times the player has saved Number of Battles - Set it to the number of battles the player has fought Number of Victory - Set it to the number of VICTORY events that the player has triggered. Number of Defeats - Set it to the number of DEFEAT events that the player has triggered. Number of Escapse - Set it to the number of ESCAPE events that the player has triggered. Midi Play Position (Ticks) - Set it to the current tick value of the MIDI playing. Add Item... - Add or drop an item to or from the player's inventory. Set - Choose whether to add or drop an item. Add/Drop Item - What item to add or drop (fixed or variable) Operand - How many to add or drop (fixed or variable) Change Party... - Change the hero's current party. Set - Choose whether to add or remove a party member. Replace Character - What character to add or remove (fixed or variable) Change Skill... - Change what skills a party member can use. Target - What party members to affect (all, fixed, or variable) Set - Choose whether to teach them or make them forget the skill. Skill to Change - The skill that will be added or removed (fixed or variable) Change Equipment... - Change what a party member has equipped. Target - What party members to affect (all, fixed, or variable) Set - Choose whether to equip or remove equipment. Equipment Item - What equipment to equip on the character (fixed or variable) Remove Equipment - What equipment to remove from the character (any or all) Change HP... - Change a character's current HP Target - Who to change the current HP of (all, fixed, or variable) Set - Choose whether to add or subtract HP Operand - Set how much HP to add or decrease (fixed or variable) Impossible Death - Make it so that the player cannot die, even if all of their HP is decreased by this move (they'll be left with 1 HP if that does happen) Change MP... - Change a character's current MP Target - Who to change the current MP of (all, fixed, or variable) Set - Choose whether to add or subtract MP Operand - Set how much MP to add or decrease (fixed or variable) Change Condition... - Add or remove status ailments to your party Target - Who to change the condition of (all, fixed, or variable) Set - Whether to add or remove a condition Condition Type - What condition to add or remove Full Recovery... - Recover any or all party member's HP Target - Who to recover (all, fixed, or variable) Change Enemy HP... - Change an enemy's current HP Target - What enemy to change the HP of Set - Choose whether to increase or decrease the target's HP Operand - Set the amount to increase or decrease by (fixed or variable) Impossible Death - Set it so that the enemy cannot die, even if the damage taken exceeds current HP (they will be left with 1 HP if that does happen) Change Enemy MP... - Change an enemy's current MP Target - What enemy to change the MP of Set - Choose whether to increase or decrease the target's MP Operand - Set the amount to increase or decrease by (fixed or variable) Change Enemy Condition - Add or remove status ailments to or from an enemy Target - Which enemy to affect Set - Choose whether to inflict or cure the ailment Condition Type - Which condition to heal or cause Enemy Encounter - Make an enemy with the "Route from Appearance" flag on show up. Change Battle BG... - Change the battle background to a different background Set Screen Tone... - Set the screen's overlaying tone Color - Intensity of each color (from 0%, or grayscale, to 200%, or neon) Sample - A sample of the spectrum that will be visible. Time - How long it will take for the screen to transition to this tone Wait Until Done - Delay all other events until the screen tone is changed Flash Screen... - Flash the screen briefly with a color Flash Color - The color to flash on-screen Time - How long the screen will flash Wait Until Done - Delay all other events until the flash is completed Shake Screen... - Shake the screen Shake Power - How much to move the screen left and right Shake Speed - How fast the screen shakes Time - How long the screen will shake Wait Until Done - Delay all other events until the shaking is completed Show Battle Animation... - Show a battle animation on an enemy Battle Animation - Which animation to show Target - Who to show the animation on (any or all) Wait Till Animation Ends - Delay all other events until the animation is completed Wait... - Force the event to wait until the next part can be triggered Play BGM... - Play a specific MIDI Fade-Out BGM... - Fade out the current BGM over a period of 1-10 seconds Play Sound Effect... - Play a specific sound effect Fork Conditions... - Set up a special fork condition Switch - Set up fork to activate only if a certain switch is on or off Variable - Set up fork to activate only if a certain variable meets the specific requirements set up for it. Set - Specific value set as modifier Variable - Another variable's value set as modifier Same - Value of the variable and modifier must be the same for the fork to activate Above - Value of the variable must be the same or greater than the modifier for the fork to activate Below - Value of the variable must be the same or lesser than the modifier for the fork to activate Bigger - Value of the variable must be greater than the modifier for the fork to activate Smaller - Value of the variable must be lesser than the modifier for the fork to activate Others - Value of the variable must be any other value than that of the modifier for the fork to activate Hero - Fork will activate only when the specific character is alive Monster - Fork will activate only whent he specific monster is alive Add ELSE Case - If fork conditions are not met, then the ELSE case code is run Stop Parallel Events - Stop all parallel processes running at the moment Comment... - Add a comment about your code; useful only for the developer Game Over - Automatically cause the player to lose Stop Combat... - Stop the battle automatically Well, that's it. Good luck on your efforts, and may you make a great RPG! Copyright 2001 Sky Render Translations