Professional Documents
Culture Documents
RPG MAKER XP
-Conditional branchs
-Switchs
-Varibles
-Branstorming
-Resourses
-Scripts
-Actors
-Enemies
-Icons
-Titles
-Tutorials
-Conditinal Branchs-
Ok first make a new game called RPG Test. Now make a event with a
Grafic of a man set the position fixed. Next Make a item called key,
After that add a conditional branch to the man event now go to page 4
@>Else handler
@>Branch end
add this...
Erase event
Now when you pick up the key talk to the map you got a quest congraglations!
-Switchs-
Now go back to the man event copy everything make a new condinal brantch make it when
switch 1 is off we will call this switch finsh1. now paste the other conditnal branch.
Text:Hero: ok...
Put
Finsh1 on...
Else Handler
Text:Hero: ok...
Else Handler
-Varibles-
First off make a event make some secrity door grafic now put in
Number input make 2 digits and make a varible called security door. make acondinal branch
input number
Else handler
-Brainstorming-
a 30 hour game...
-Resources-
things like charas genrator are stupid you need to resize the stuff.
-Scripts-
#===========================================================================
===
# チ¡ Window_RingMenu
#===========================================================================
===
#===========================================================================
===
# Edited by MakirouAru
#===========================================================================
===
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’è"
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # 艊úƒAƒjƒ[ƒVƒ‡ƒ"‚̃tƒŒ[ƒ€"
MOVING_FRAMES = 5 # ƒŠƒ"ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€"
RING_R = 64 # ƒŠƒ"ƒO‚Ì"¼Œa
MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ"
MODE_WAIT = 2 # ‘Ò‹@
MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ"]ƒAƒjƒ[ƒVƒ‡ƒ"
MODE_MOVEL = 4 # "½ŽžŒv‰ñ‚è‰ñ"]ƒAƒjƒ[ƒVƒ‡ƒ"
#--------------------------------------------------------------------------
# チ› ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# チ œ ƒIƒuƒWƒFƒNƒg マ‰Šú‰»
#--------------------------------------------------------------------------
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Items"
s2 = "Skills"
s3 = "Equip"
s4 = "Stats"
s5 = "Save"
s6 = "Exit"
@item_max = 6
@index = 0
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ÊÄ•`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ"‚ð•`‰æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ"ƒh–¼•\Ž¦
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ÊÄ•`‰æ(艊ú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# チ› ‰æ–ÊÄ•`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
for i in 0...@item_max
j = i - @index
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# › ‰æ–ÊÄ•`‰æ(‰ñ"]Žž)
#--------------------------------------------------------------------------
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
#x:
#y:
# i : €–Ú"Ô†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
if @index == i
if @disabled[@index]
end
else
if @disabled[@index]
end
end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–Ú"Ô†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › 艊ú‰»ƒAƒjƒ[ƒVƒ‡ƒ"‚Ìè€"õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
end
end
#--------------------------------------------------------------------------
# › ‰ñ"]ƒAƒjƒ[ƒVƒ‡ƒ"‚Ìè€"õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index += 1
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# チ› ƒAƒjƒ チチ[ƒVƒ‡ƒ"’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
end
end
#===========================================================================
===
# チ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–Ê‚ƒp[ƒeƒBƒƒ"ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ"ƒhƒE‚‚·B
#===========================================================================
===
#--------------------------------------------------------------------------
# チ œ ƒIƒuƒWƒFƒNƒg マ‰Šú‰»
#--------------------------------------------------------------------------
def initialize
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# チ œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# チ œ ƒJ チ[ƒ\ƒ‹‚Ì‹éŒ`ヘ X ミ V
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
end
end
end
#===========================================================================
===
# #チ¡ Scene_RingMenu
# チ¡ Scene_Menu
#------------------------------------------------------------------------------
#===========================================================================
===
#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# チ œ ƒIƒuƒWƒFƒNƒg マ‰Šú‰»
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# チ œ ƒ チ ƒCƒ"マˆ—ン
#--------------------------------------------------------------------------
def main
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð ヘ ì ミ¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp[ƒeƒBl"‚ª 0 l‚Ìè‡
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•"õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ƒZ[ƒu‹ÖŽ~‚Ìè‡
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"ŽÀs
Graphics.transition
# ƒƒCƒ"ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# "ü—Íèî•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"è€"õ
Graphics.freeze
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ"ƒhƒE‚ð‰ð•ú
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ"ƒhƒE‚ð ヘ X ミ V
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìè‡)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½è‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ"ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½è‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl"‚ª 0 l‚AƒZ[ƒuAƒQ[ƒ€èI—¹ˆÈŠO‚̃Rƒ}ƒ"ƒh‚Ìè‡
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚•ªŠò
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•"õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe チ[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe チ[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚Ìè‡
if $game_system.save_disabled
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ[ƒu‰æ–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€èI—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€èI—¹‰æ–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ[ƒVƒ‡ƒ"’†‚È‚çƒJ[ƒ\ƒ‹‚Ì舗‚ðs‚í‚È‚¢
return if @command_window.animation?
# チ ªor チ© ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½ マ ヘ‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# チ«or チ¨ ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½ マ ヘ‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# チ œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìè‡)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½è‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ"ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ƒ{ƒ^ƒ"‚ª‰Ÿ‚³‚‚½ マ ヘ‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE‚̃J チ[ƒ\ƒ‹ˆÊ’u‚•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU チ[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰æ–Ê‚É ミ Ø‚è‘Ö‚¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•"õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•"õ‰æ–Ê‚É ミ Ø‚è‘Ö‚¦
$scene = Scene_Equip.new(@status_window.index)
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
-Actors-
make a good name like salfix and also use your own grafics.
-Enemies-
Edit the enemies names and make coditions to destroy them like
you need the hell pendent to stop the knight angel.
-Icons-
Make your own weapon icons or your going to have crimson axe with the defult axe
-Titles-
Make your own title with a good logo to catch people atension
-Tutorials-
now make a commen event called journal now make a switch called journal 1
When yes...
else handler
Nothing
now when you make a quest when you complet it add the switch journal 1 on
Drawer studios
www.drawerstudios.co.nr
THE END