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ChaosDesigned

[XP] Database Help [Still need help]

Question

I looked around a bit, and I couldn't really find a Tutorial that explains the Database on this website. IF there is one, can you link it to me? If not, I have a few questions, answer any and all that you can. (Love you guys! Thanks in Advance) (EDIT I Removed the questions that have been answered)

 

 

5) How do I create items that cast magical spells. For instance if I wanted to make a Fire Stone that cast Fire 3 in battle, how would I go about doing that?

 

 

9) The screen fading thing. How do I make it fade slowly over the course of a few seconds? Like if I wanted to go into a flash back and make it fade out slowly, and then fade back in at a different location.

 

This question is really important and I need help wit this one.

 

11) Actors. The "Actor" is the main character(s) right? When you make a main character and their set as 001, is that the only character you'll be able to play as outside of battle? Is the a way to make it so that you can play as another character for a part of the storyline? Similar to Final Fantasy 6 where you play as different main character groups throughout the story. For Example, if in my entire game the characters you can have on your team are A B C and D and then D and C go off and their own for a dungeon or something how do I make it so that I can play as these two characters only? With the move sets and skills armory profiences etc that I set for them as Actors.

 

Is the only way this can be done by using an Event that changes the main a characters (001 or "A") Name, Class, Equipment, Level, Skills, Graphic, Battle Graphic etc, etc?

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1.) I would set it depending on how long your game is. So the longer the game the more EXP required to Level up.

 

2.) A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%

A = 2x more damage than normal

B = 1.5x more damage than normal

C = Normal Damage

D = .5x(Half) damage

E = No damage

F = It till heal 100% instead of damage 100%

 

I need to head to class so when i get back i will try to explain the rest.

Hope that helps for now.

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EDIT lol, pol covered the only thing I forgot to cover. xD.

 

 

 

The Database

 

The database is going to be your best friend when using RMXP. It is here that you can change almost all of the data in the game, be it character graphics, their base stats (HP, SP, ATK, etc), tilesets, and terms (is it gold you work with, or something else?)

 

Actors

 

The "Actors" tab is where you will be able to create the party for your game. You can change their name, their graphics (both battler and sprites), as well as their starting equipment. You can also change their stats, and determine how they will develop as a character. Will you have a game where the HPs are low (base of 20) or a game where the HPs are high (base of 500). What you decide here will determine how you will have change the enemies in the game. If you have a base HP of 20, it won't do you any good to be fighting monsters that deal 57 damage now will it?

 

The RTP of RMXP is relatively limited. Unlike VX, there are no built in face graphics, and the sprites are not necessarily the greatest. But, for a first project, they usually work out just fine (I used all RTP in my first project while I got a knack for RMXP).

 

If you you decide to get a sideview battle system (see: Scripting section), you will replace the Battler graphic with the sideview template (if applicable).

 

Classes

 

The "Classes" tab is where you will create or edit the type of characters you can have. The default classes are: Fighter, Lancer, Warrior, Thief, Hunter, Gunner, Cleric, and Mage. Each class has their own set skills and equipment that they can use, as well as the type of efficiency they have in certain situations (perhaps you create a Paladin class that is effective against the Undead). You can also choose where to place your classes when in battle. Lastly, you can choose what skills a class should learn, and at what level they will learn it.

 

Skills

 

The "Skills" tab should go hand in hand with the "Classes" tab. It is here that you can create and edit the skills that a character can learn.

 

The Skills tab is very in depth in terms of what each skill calls for. You must name your skill, and give a brief description as well. You choose the animation of both the character (what it does when it casts a spell) and the target (what does the attack look like). You also choose the element, if applicable, and the state it causes to an opponent. You must also determine how much power a skill has, and how much HP it drains.

 

It seems like a complex tab at first, but when you break it down, it can be quite easy to get used to. Let's walk through creating a new skill for the Fighter class. Call it "Power Slash".

 

Skill Walkthrough

 

First, we'll have to make room for this new skill. Hit the "Change Maximum" button in the bottom left hand corner of the window. You can change it to whatever you'd like, but we're only using 1 slot for now.

 

As said above, name this new skill "Power Slash", and choose the "001-Weapon01" Icon. It's the first one you'll see.

 

For the description I put "Fighter's skill. A powerful slash that can crush armor". You don't have to copy that if you don't like it. Use whatever you think sounds appropriate.

 

Next is the scope. This will be an attack that can only be used on "One Enemy", and leave "Only in Battle" alone, as that will be the only place we can use this.

 

For the Animations I simply used "Special Move" and "Sword" respectively.

 

We'll be assuming that we haven't changed the default stats for this skill, and we will need to choose the skill's stats next. I chose to use 80 SP when this skill is used. For Power, I put 18, as this will be a starting skill. For ATK-F, EVA-F, and STR-F, I put 100. What these stats all mean is that there will be 100% of the player's stats affecting this skill. So whatever the ATK, EVA, and STR of the player are will be used. 100 is average for attacks, and anything above that would be additional power. So, if we chose to create a skill that increases our strength when we use it, we'd put STR-F at 120 or so.

 

Put the hit rate at 100, and PDEF-F at 100 as well. Leave Variance at 15. What Variance does, is fluctuates the attack power. Basically, Variance is what causes a player to do a range of damage, such as 8-10, rather than a base damage every time.

 

You can now add this skill to your Fighter class in the "Classes" tab. Simply double click on an empty space in the "Skills" box in the bottom right-hand corner, and choose the level you wish to use.

 

There you have it! You have no created a new skill called "Power Slash"

 

 

Items

 

The "Items" tab is where you can create consumable items that you will use in game, as well as determine how effective they are. The steps used in creating a new item are almost identical to that of the Skills tab. The only difference is that instead of choosing how much power and SP an item has, you choose how much it helps you. Do you want potions that recover a percentage of your health, or just a solid number? There are also items that give boosts to a player's stats.

 

The Items tab is also where you will create your keys, access cards, etc. You can also create items that a player must have in order to do certain things in a game. For example, if you created a lockpick, you would be able to get into any door, no matter if it was locked or not (this would be done through eventing, which we will be talking about later).

 

Weapons and Armors

 

The "Weapons" and "Armors" tab are almost identical, so we will look at these together. There are very similar to the Items and Skills tabs, but to a more basic extent. Here you can choose how powerful an item is, as well as its efficiency in certain situations (bows are useful against birds, etc).

 

You can also create accessories, such as rings or amulets that can aid in a character's journey. These accessories can give elemental resistances, or give stat bonuses. You cannot, however, create an accessory for offensive purposes. You would need to create a special weapon.

 

Enemies and Troops

 

Because these two tabs go hand in hand, we will take a look at them as a pair.

 

In the "Enemies" tab, you will be able to create and edit monsters that you will encounter in battle. If you are creating an enemy, you must choose how it will fare in battle. We will make a new enemy to show you how to do this, but first we'll take a look at the "Troops" tab.

 

The "Troops" tab is the jelly to the "Enemies" tab peanut butter. In the Enemies tab we created a new monster that we will face in combat. In the Troops tab, we will actually be able to select the monster as a mob. Do we want just one of them? Or maybe we will face numerous enemies.

 

But because this can be somewhat confusing at times, let's take a shot at making a new enemy. I personally get tired of bashing on monsters all the time, so I will be making a human soldier for which to do battle.

 

Enemy Walkthrough

 

As with the Skills tab, the first thing we must to is change the maximum number of enemies we can have in our game. I normally set this number higher, just because I know I'm going to make at least a couple of monsters for the game, but feel free to use whatever number you like.

 

Our bad guy is going to need a name. We can't use "Bad Guy" because that just sounds bad. So, let's go with something simple. Knight. I always choose a graphic next. There are a number of options here, but I chose "005-Fighter05". He just looks like a Knight to me. He's spent his life in the service to the King. Next we'll have to choose his HP and MP. I don't see Knights as the type of people who are going to be using a lot of magic, so I made his MP somewhat low, with a total of 360. It's good to have SOME MP, because you can add skills to the enemy later. I gave him 540 HP, because he's got to be a challenge.

 

Next we must choose his stats. I left his STR at 50, because Knights are typically strong. His DEX and AGI I put at moderate levels of 39 and 35 respectively, because Knights won't be dodging attacks all the time, but they will sometimes. his DEX determines his hit rate, and though we don't want him hitting us all the time, we don't want to dodge it 9/10 times either. Unless you have a magic caster, you typically make INT low, and I have it at 25 for our elderly warrior.

 

ATK, PDEF, and MDEF simply mean how strong the enemy will be. The higher the numbers, the tougher the opponent will be. 100 is average, so I left the Knights ATK and PDEF at 100, but made his MDEF 90. Unless you want an enemy with a high EVA rate, it's best to leave that at 0.

 

Next we'll look at his efficiency. Because he's a Knight, there isn't really any efficiencies that will work well against him. So, for this character, we'll leave these alone. But for future reference, each time you click on an efficiency, it will be given a rating of A through F. C means it has no effect either way, and B and A are how effective it can be. If you go with D or F, it means that those skills have little or no effect on the enemy.

 

Because the EXP curve in RMXP is relatively low, I gave this Knight 10 EXP if you win, which is pretty high for a single unit. I also said he would drop 15 gold.

 

Now, Knights are typically not the kind of people who can just attack. So I gave him the Power Slash skill we created earlier.

 

And that does it. We now have created an enemy. But in order to be able to fight him in battle, we must first add him to the Troops tab. So, click on the Troops tab, and change the maximum.

 

Choose the new troop and name it Knight. On the right-hand side you'll see a list of the enemies. Scroll down and select the Knight and hit the arrow that points towards the graphic of the forest. He is now in the game. The "C" button clears the current troops, and the "A" button moves them back to default positions (only applicable if you moved them).

 

Because we have not yet learned how to event, we will leave the bottom section empty.

 

Congratulations! You've just made your first enemy for your new game! You can now hit the "Battle Test" button and see how you fare against this new enemy.

 

When you asked how to make things even with exp, you are jut going to have to use trial and error to see what works.

 

 

States

 

The "States" tab is where you create new states to be used in battle (or outside as well if applicable). States are things (spells, attacks, etc) that affect a character. For example, the "Knockout" state only occurs if a character hits 0 HP. They will not receive any EXP from battle, and cannot be used for the remainder of the fight.

 

For the percentages, it deals with how effective they are against the character. So, if you want to weaken an enemy who has been stunned, set his STR % lower than 100.

 

You can also choose how long a state is effective for (unless an item is used to reverse it) and if the state is released after battle (will a unit that dies in battle be revived after battle, or is he dead for good?).

 

Animations

 

The "Animations" tab is where you will be able to set the animations of an attack or skill. It is the most advanced tab in the Database (in my opinion) and is probably the only one you wouldn't need to touch. I personally would recommend leaving this tab alone until you are more familiar with RMXP, as it can be very confusing for somebody who is new to the program. At least, that's my opinion.

 

So, for now, we're going to act as though this tab doesn't exist. The odds of you needing this for a starter project are very slim. I will make a tutorial for this later ^_^

 

Tilesets

 

The "Tilesets" tab is where you can edit a tileset to determine what you can and can't walk on/through. You can also change the Autotiles (tiles that tile and border automatically, usually for floors, grounds, ceilings, etc) for a tileset here.

 

The Tilesets tab can be confusing, but it's one that you very likely will use. Personally, I recommend getting used to the RTP maps at first, but there are many tilesets that are RTP bundles that make mapping a lot easier.

 

The simple way to import a tileset is to use the Materials folder (it's the icon of the folder and 3 pages on the taskbar). And, the easiest way to set it is if there is a demo with the tileset already in use, because you can simply copy/paste it from the other project.

 

However, many times that is not an option. So, we'll need to take a look at each setting in the Tilesets menu.

 

The passage option simply means if you can walk on that tile or not. Autotiles also have a separate setting (the square) that means if the tile is set in a row, that the player may walk on the top tile. Passage (4 dir) is just a more advanced way to set the passage. It means what ways can a player walk on a tile. So, if there is a railing, you may be able to walk up, left, and right, but not down.

 

The priority settings simply mean what tiles the game puts on top. So, if a player walks behind a tree, the tree will need a higher priority, so that the player doesn't look like he is standing on a branch. The higher the number, the closer to the foreground the tile is displayed (in relation to the character).

 

The Bush flag is used to make a character look like he's actually in water or tall grass. It brings a sense of realism to your maps.

 

Counter flags and terrain tags are rarely ever used (I have yet to see it). Counter flags set an event to start after a certain number of "counters" have been recorded. Terrain tags, to be completely honest, I have no idea. But honestly, you won't need this feature, so you don't need to worry about it.

 

Common Events

 

Common Events make life so much easier when you're making a game. They allow you to make a chest or door open with a simple command, rather than having to do the eventing over and over. They can also be used for lockpicking events, etc.

 

Basically Chaos, these are used when you need a break from eventing the same thing over and over again, however that is not all they do. You may notice that you can set the trigger to paralell process, and you can have a switch requirement. With these two things, you could make awesome eventing systems, such as a dashing system.

 

System

 

Last, but certainly not least, we have the System tab. It is here that you can do all the little data things with your game. You can choose your starting party, the names of elements, and all the graphics/terms your game uses. Essentially, this tab is dependent on the game itself, and aside from knowing BGM is background music, and SE is sound effect, this is a tab that you will need to play around with in order to understand. It's pretty basic for the most part, and unless you have custom music/graphics for your game, odds are you won't touch this page. However, if you do, make sure you have everything imported into your Materialbase, otherwise it won't be found by the system.

 

Well, that about does it for the Database. Hopefully you learned something from this tutorial. RMXP can be pretty confusing if you're new to it. Hell, I'm not new to it and I still get confused sometimes.

 

I hope you enjoyed my little tutorial. If you have any questions, feel free to ask them, and I will be happy to help in any way that I can.

 

*hugs*

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EDIT lol, pol covered the only thing I forgot to cover. xD.

 

 

 

The Database

 

The database is going to be your best friend when using RMXP. It is here that you can change almost all of the data in the game, be it character graphics, their base stats (HP, SP, ATK, etc), tilesets, and terms (is it gold you work with, or something else?)

 

Actors

 

The "Actors" tab is where you will be able to create the party for your game. You can change their name, their graphics (both battler and sprites), as well as their starting equipment. You can also change their stats, and determine how they will develop as a character. Will you have a game where the HPs are low (base of 20) or a game where the HPs are high (base of 500). What you decide here will determine how you will have change the enemies in the game. If you have a base HP of 20, it won't do you any good to be fighting monsters that deal 57 damage now will it?

 

The RTP of RMXP is relatively limited. Unlike VX, there are no built in face graphics, and the sprites are not necessarily the greatest. But, for a first project, they usually work out just fine (I used all RTP in my first project while I got a knack for RMXP).

 

If you you decide to get a sideview battle system (see: Scripting section), you will replace the Battler graphic with the sideview template (if applicable).

 

Classes

 

The "Classes" tab is where you will create or edit the type of characters you can have. The default classes are: Fighter, Lancer, Warrior, Thief, Hunter, Gunner, Cleric, and Mage. Each class has their own set skills and equipment that they can use, as well as the type of efficiency they have in certain situations (perhaps you create a Paladin class that is effective against the Undead). You can also choose where to place your classes when in battle. Lastly, you can choose what skills a class should learn, and at what level they will learn it.

 

Skills

 

The "Skills" tab should go hand in hand with the "Classes" tab. It is here that you can create and edit the skills that a character can learn.

 

The Skills tab is very in depth in terms of what each skill calls for. You must name your skill, and give a brief description as well. You choose the animation of both the character (what it does when it casts a spell) and the target (what does the attack look like). You also choose the element, if applicable, and the state it causes to an opponent. You must also determine how much power a skill has, and how much HP it drains.

 

It seems like a complex tab at first, but when you break it down, it can be quite easy to get used to. Let's walk through creating a new skill for the Fighter class. Call it "Power Slash".

 

Skill Walkthrough

 

First, we'll have to make room for this new skill. Hit the "Change Maximum" button in the bottom left hand corner of the window. You can change it to whatever you'd like, but we're only using 1 slot for now.

 

As said above, name this new skill "Power Slash", and choose the "001-Weapon01" Icon. It's the first one you'll see.

 

For the description I put "Fighter's skill. A powerful slash that can crush armor". You don't have to copy that if you don't like it. Use whatever you think sounds appropriate.

 

Next is the scope. This will be an attack that can only be used on "One Enemy", and leave "Only in Battle" alone, as that will be the only place we can use this.

 

For the Animations I simply used "Special Move" and "Sword" respectively.

 

We'll be assuming that we haven't changed the default stats for this skill, and we will need to choose the skill's stats next. I chose to use 80 SP when this skill is used. For Power, I put 18, as this will be a starting skill. For ATK-F, EVA-F, and STR-F, I put 100. What these stats all mean is that there will be 100% of the player's stats affecting this skill. So whatever the ATK, EVA, and STR of the player are will be used. 100 is average for attacks, and anything above that would be additional power. So, if we chose to create a skill that increases our strength when we use it, we'd put STR-F at 120 or so.

 

Put the hit rate at 100, and PDEF-F at 100 as well. Leave Variance at 15. What Variance does, is fluctuates the attack power. Basically, Variance is what causes a player to do a range of damage, such as 8-10, rather than a base damage every time.

 

You can now add this skill to your Fighter class in the "Classes" tab. Simply double click on an empty space in the "Skills" box in the bottom right-hand corner, and choose the level you wish to use.

 

There you have it! You have no created a new skill called "Power Slash"

 

 

Items

 

The "Items" tab is where you can create consumable items that you will use in game, as well as determine how effective they are. The steps used in creating a new item are almost identical to that of the Skills tab. The only difference is that instead of choosing how much power and SP an item has, you choose how much it helps you. Do you want potions that recover a percentage of your health, or just a solid number? There are also items that give boosts to a player's stats.

 

The Items tab is also where you will create your keys, access cards, etc. You can also create items that a player must have in order to do certain things in a game. For example, if you created a lockpick, you would be able to get into any door, no matter if it was locked or not (this would be done through eventing, which we will be talking about later).

 

Weapons and Armors

 

The "Weapons" and "Armors" tab are almost identical, so we will look at these together. There are very similar to the Items and Skills tabs, but to a more basic extent. Here you can choose how powerful an item is, as well as its efficiency in certain situations (bows are useful against birds, etc).

 

You can also create accessories, such as rings or amulets that can aid in a character's journey. These accessories can give elemental resistances, or give stat bonuses. You cannot, however, create an accessory for offensive purposes. You would need to create a special weapon.

 

Enemies and Troops

 

Because these two tabs go hand in hand, we will take a look at them as a pair.

 

In the "Enemies" tab, you will be able to create and edit monsters that you will encounter in battle. If you are creating an enemy, you must choose how it will fare in battle. We will make a new enemy to show you how to do this, but first we'll take a look at the "Troops" tab.

 

The "Troops" tab is the jelly to the "Enemies" tab peanut butter. In the Enemies tab we created a new monster that we will face in combat. In the Troops tab, we will actually be able to select the monster as a mob. Do we want just one of them? Or maybe we will face numerous enemies.

 

But because this can be somewhat confusing at times, let's take a shot at making a new enemy. I personally get tired of bashing on monsters all the time, so I will be making a human soldier for which to do battle.

 

Enemy Walkthrough

 

As with the Skills tab, the first thing we must to is change the maximum number of enemies we can have in our game. I normally set this number higher, just because I know I'm going to make at least a couple of monsters for the game, but feel free to use whatever number you like.

 

Our bad guy is going to need a name. We can't use "Bad Guy" because that just sounds bad. So, let's go with something simple. Knight. I always choose a graphic next. There are a number of options here, but I chose "005-Fighter05". He just looks like a Knight to me. He's spent his life in the service to the King. Next we'll have to choose his HP and MP. I don't see Knights as the type of people who are going to be using a lot of magic, so I made his MP somewhat low, with a total of 360. It's good to have SOME MP, because you can add skills to the enemy later. I gave him 540 HP, because he's got to be a challenge.

 

Next we must choose his stats. I left his STR at 50, because Knights are typically strong. His DEX and AGI I put at moderate levels of 39 and 35 respectively, because Knights won't be dodging attacks all the time, but they will sometimes. his DEX determines his hit rate, and though we don't want him hitting us all the time, we don't want to dodge it 9/10 times either. Unless you have a magic caster, you typically make INT low, and I have it at 25 for our elderly warrior.

 

ATK, PDEF, and MDEF simply mean how strong the enemy will be. The higher the numbers, the tougher the opponent will be. 100 is average, so I left the Knights ATK and PDEF at 100, but made his MDEF 90. Unless you want an enemy with a high EVA rate, it's best to leave that at 0.

 

Next we'll look at his efficiency. Because he's a Knight, there isn't really any efficiencies that will work well against him. So, for this character, we'll leave these alone. But for future reference, each time you click on an efficiency, it will be given a rating of A through F. C means it has no effect either way, and B and A are how effective it can be. If you go with D or F, it means that those skills have little or no effect on the enemy.

 

Because the EXP curve in RMXP is relatively low, I gave this Knight 10 EXP if you win, which is pretty high for a single unit. I also said he would drop 15 gold.

 

Now, Knights are typically not the kind of people who can just attack. So I gave him the Power Slash skill we created earlier.

 

And that does it. We now have created an enemy. But in order to be able to fight him in battle, we must first add him to the Troops tab. So, click on the Troops tab, and change the maximum.

 

Choose the new troop and name it Knight. On the right-hand side you'll see a list of the enemies. Scroll down and select the Knight and hit the arrow that points towards the graphic of the forest. He is now in the game. The "C" button clears the current troops, and the "A" button moves them back to default positions (only applicable if you moved them).

 

Because we have not yet learned how to event, we will leave the bottom section empty.

 

Congratulations! You've just made your first enemy for your new game! You can now hit the "Battle Test" button and see how you fare against this new enemy.

 

When you asked how to make things even with exp, you are jut going to have to use trial and error to see what works.

 

 

States

 

The "States" tab is where you create new states to be used in battle (or outside as well if applicable). States are things (spells, attacks, etc) that affect a character. For example, the "Knockout" state only occurs if a character hits 0 HP. They will not receive any EXP from battle, and cannot be used for the remainder of the fight.

 

For the percentages, it deals with how effective they are against the character. So, if you want to weaken an enemy who has been stunned, set his STR % lower than 100.

 

You can also choose how long a state is effective for (unless an item is used to reverse it) and if the state is released after battle (will a unit that dies in battle be revived after battle, or is he dead for good?).

 

Animations

 

The "Animations" tab is where you will be able to set the animations of an attack or skill. It is the most advanced tab in the Database (in my opinion) and is probably the only one you wouldn't need to touch. I personally would recommend leaving this tab alone until you are more familiar with RMXP, as it can be very confusing for somebody who is new to the program. At least, that's my opinion.

 

So, for now, we're going to act as though this tab doesn't exist. The odds of you needing this for a starter project are very slim. I will make a tutorial for this later ^_^

 

Tilesets

 

The "Tilesets" tab is where you can edit a tileset to determine what you can and can't walk on/through. You can also change the Autotiles (tiles that tile and border automatically, usually for floors, grounds, ceilings, etc) for a tileset here.

 

The Tilesets tab can be confusing, but it's one that you very likely will use. Personally, I recommend getting used to the RTP maps at first, but there are many tilesets that are RTP bundles that make mapping a lot easier.

 

The simple way to import a tileset is to use the Materials folder (it's the icon of the folder and 3 pages on the taskbar). And, the easiest way to set it is if there is a demo with the tileset already in use, because you can simply copy/paste it from the other project.

 

However, many times that is not an option. So, we'll need to take a look at each setting in the Tilesets menu.

 

The passage option simply means if you can walk on that tile or not. Autotiles also have a separate setting (the square) that means if the tile is set in a row, that the player may walk on the top tile. Passage (4 dir) is just a more advanced way to set the passage. It means what ways can a player walk on a tile. So, if there is a railing, you may be able to walk up, left, and right, but not down.

 

The priority settings simply mean what tiles the game puts on top. So, if a player walks behind a tree, the tree will need a higher priority, so that the player doesn't look like he is standing on a branch. The higher the number, the closer to the foreground the tile is displayed (in relation to the character).

 

The Bush flag is used to make a character look like he's actually in water or tall grass. It brings a sense of realism to your maps.

 

Counter flags and terrain tags are rarely ever used (I have yet to see it). Counter flags set an event to start after a certain number of "counters" have been recorded. Terrain tags, to be completely honest, I have no idea. But honestly, you won't need this feature, so you don't need to worry about it.

 

Common Events

 

Common Events make life so much easier when you're making a game. They allow you to make a chest or door open with a simple command, rather than having to do the eventing over and over. They can also be used for lockpicking events, etc.

 

Basically Chaos, these are used when you need a break from eventing the same thing over and over again, however that is not all they do. You may notice that you can set the trigger to paralell process, and you can have a switch requirement. With these two things, you could make awesome eventing systems, such as a dashing system.

 

System

 

Last, but certainly not least, we have the System tab. It is here that you can do all the little data things with your game. You can choose your starting party, the names of elements, and all the graphics/terms your game uses. Essentially, this tab is dependent on the game itself, and aside from knowing BGM is background music, and SE is sound effect, this is a tab that you will need to play around with in order to understand. It's pretty basic for the most part, and unless you have custom music/graphics for your game, odds are you won't touch this page. However, if you do, make sure you have everything imported into your Materialbase, otherwise it won't be found by the system.

 

Well, that about does it for the Database. Hopefully you learned something from this tutorial. RMXP can be pretty confusing if you're new to it. Hell, I'm not new to it and I still get confused sometimes.

 

I hope you enjoyed my little tutorial. If you have any questions, feel free to ask them, and I will be happy to help in any way that I can.

 

*hugs*

 

zomg. That explained a lot! That helped me knock off a bunch of questions off my list. I edited the list down to only the remaining questions I'm still unsure about if you could help me with those. I Think I won't have any more questions for a while. Lolol *Hugs*

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5) How do I create items that cast magical spells. For instance if I wanted to make a Fire Stone that cast Fire 3 in battle, how would I go about doing that?

 

Ok Go to Common Event Call it fire or whatever

add command Show battle animation pick Enitre troop or 1. and pick the animation and add deal damage pick the damage and Entire Troop or 1.

Now make a item call it fire stone and scroll down to common Event it under target Animation add the Common Event.

Hope this help you

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9.) Yo, if i read this correctly, its a very simple process =D, it was exactly the first thing i learned when i first started out on rmxp ^^ (dont know why i'm using this face O_o, im becoming somewhat goth... - anyways)

 

first off, this was my personal taste for my intro (old) from the misty swampy rainy area, feel free to experiment and find your g-spot... g stands for game O_o... i swear you guys are perverted...

 

Set up


@>Change Screen Color Tone: (-255, -255, -255, 0), @100

@>Comment: This will make the screen go completely black, the first set of numbers are the RGB(red, green, blue) the last number, 0, is the gray, and the the @# is the time it takes to fade to the set color. @20 = 1 seconds, so lets say you wanted 10 seconds, that 20*10 = 100 frames.

@>Transfer Player:[MAP ID],(X,Y),Direction

@>Comment: This simply moves your character to the new locations.

@>wait: 20 frame(s)

@>Comment: This simply ensures that the game has enough time to load the movement... not to long and not to short, 1 second lol.

@>Change Screen Color Tone: (0,0,0,0), @100

@>Comment: This sets the screen back normal! now for a flash back, you can always go with one of those gray color screen, then you'd simply change the last 0 in () to a higher number until you get what you like, or you can do a mix of orange/brown and a tad bit of gray to make it seem like an aged flash back.

***Continue with the cut-scene/play time***


 

Hope this helped =]

-ZenOokami-

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