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RPG Maker 2k3 Lesson 6 By Dillon Gebhard
Materials RPG Maker 2000 2k3 add-on
Objective Learn about Database Hero database Monster database Create a Custom monster Resistance
1)	Tabs to navigate the database  2)	Separate Heroes   3)	Name Hero   4)	Level hero starts at   5)	Equipment Hero starts with   6) 	Hero options: SEE NEXT SLIDE   7)	Class of character (Ex. Mage Rogue)   8)	the graphics that will be associated with that hero 9)	How statistics will increase as hero levels
Hero Options -> Two Weapons Allows the hero to equip a weapon in the shield slot. This makes him unable to equip a shield. Useful for heroes who excel in attack power. -> Lock Equipment The hero cannot have their equipment changed. Useful for NPCs which join the hero and have a specific set of equipment for the entire time they're with you. -> AI Control The hero cannot be controlled by the player in battle.. The computer acts for them. -> Mighty Guard Heroes with this option will take even less damage when defending than usual.
When hero has no weapon what will his/her attack look like As hero levels what skills will the hero get Condition/Attribute Resist SEE NEXT SLIDE Change the amount of heroes in the database Open music panel to listen to music!
Condition/Attribute Resistance (7) Condition Resistance ·	Sets the level of resistance (From A-E) that the enemy has for each defined condition. ·	The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the conditions tab. As a general rule, A is the most effective (Least resistant). (8) Attribute Resistance ·	Sets the level of resistance (From A-E) that the enemy has to each defined attribute. ·	The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the attribute tab. As a general rule, A is the most effective (Least resistant).
Click there to select the empty monster slot Select Transparency or if monster Flies Change to land a Critical hit dealing more damage 10) 	SEE NEXT SLIDE (it’s a lot to read)
Behavior ----	Allows you to set the possible actions for an enemy's attack ·	[Preconditions] Allows you to set a specific condition which must be met to carry out the action. The procedure for this is detailed below. -> None:  This action has no requirements. -> Switch:  The action will be used when the selected switch (Click the [...] button to bring up the Switch Selection window) is ON. -> Turns elapsed:  The first textbox is for the first turn the action will be used on, and the second if for the number of turns afterwards it will be used again, so if 3 is in the first and 5 in the second, the action will be used on the 3rd, 8th, 13th etc. -> Monsters Present:  The action will be performed only if the number of monsters present is within the specified range. -> HP:  The action will be used when the monster's HP is in the specified range, the first textbox being the lower bound and the second being the upper bound. -> MP:  Works the same way as HP, except MP is applied instead. -> Party Level Average: The action will be performed if the party's average level is within the specified standards, the first being the lower bound and the second being the upper bound. -> Party Exhaustion: The action is used when the Hero's exhaustion level is within the specified range. The exhaustion level is determined by 100 - 100 x ((Current HP/Max HP) x 2 - (Current MP/Max MP) / 3). The first textbox is the lower bound, and the second is the upper bound. ·	[Priority]: If 2 or more actions have the same preconditions, the one with the higher priority will be used. ·	[Action Turns Switch ON/Aciton Turns Switch Off ]: After the action executes, you may have it turn a switch on or off. ·	[Action]: This is the action that will be performed. Select one from the list box. The available actions are described below. -> Basic	: Normal actions that any monster can use. --> Attack		: Attacks normally..  --> Double Attack	: Attacks twice --> Defend		: The enemy defends for one turn. --> Observe Battle	: The monster does nothing. A message is shown. --> Charge Up		: The monster forfeits its turn to make its next attack stronger. --> Self-Destruct		: Kills the monster and damages the party. --> Escape		: Monster attempts to run away.  --> No Action		: The monster does nothing. No message is shown.  -> Skill: The enemy uses a Skill. Select one from the pull down list. -> Transform: The monster transforms into another monster. Select one from the pull down list. * Processing Monster Actions The action the monster will take is determined by the following. 1. The possible actions are sorted into those whose conditions are met and those whose are not. For identical conditions, the actions are sorted by priority.. 2. The effectiveness of the action in the current situation is calculated. This value is compared to all the other actions and produces a probability of each action being used. 3. The executed action is chosen randomly based on the probability calculated above.
Some information got is from the help in RPGM 2k3’s Help. NOW!!!!! Create a custom monster Have it have 3 skillsand different resistances to things

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Rpg maker 2k3 lesson 6

  • 1. RPG Maker 2k3 Lesson 6 By Dillon Gebhard
  • 2. Materials RPG Maker 2000 2k3 add-on
  • 3. Objective Learn about Database Hero database Monster database Create a Custom monster Resistance
  • 4.
  • 5. 1) Tabs to navigate the database 2) Separate Heroes 3) Name Hero 4) Level hero starts at 5) Equipment Hero starts with 6) Hero options: SEE NEXT SLIDE 7) Class of character (Ex. Mage Rogue) 8) the graphics that will be associated with that hero 9) How statistics will increase as hero levels
  • 6. Hero Options -> Two Weapons Allows the hero to equip a weapon in the shield slot. This makes him unable to equip a shield. Useful for heroes who excel in attack power. -> Lock Equipment The hero cannot have their equipment changed. Useful for NPCs which join the hero and have a specific set of equipment for the entire time they're with you. -> AI Control The hero cannot be controlled by the player in battle.. The computer acts for them. -> Mighty Guard Heroes with this option will take even less damage when defending than usual.
  • 7. When hero has no weapon what will his/her attack look like As hero levels what skills will the hero get Condition/Attribute Resist SEE NEXT SLIDE Change the amount of heroes in the database Open music panel to listen to music!
  • 8. Condition/Attribute Resistance (7) Condition Resistance · Sets the level of resistance (From A-E) that the enemy has for each defined condition. · The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the conditions tab. As a general rule, A is the most effective (Least resistant). (8) Attribute Resistance · Sets the level of resistance (From A-E) that the enemy has to each defined attribute. · The letter changes from E>D>C>B>A when left clicked, and goes the opposite way when right clicked. The actual effect of each letter is dependent on its setting in the attribute tab. As a general rule, A is the most effective (Least resistant).
  • 9.
  • 10.
  • 11. Click there to select the empty monster slot Select Transparency or if monster Flies Change to land a Critical hit dealing more damage 10) SEE NEXT SLIDE (it’s a lot to read)
  • 12. Behavior ---- Allows you to set the possible actions for an enemy's attack · [Preconditions] Allows you to set a specific condition which must be met to carry out the action. The procedure for this is detailed below. -> None: This action has no requirements. -> Switch: The action will be used when the selected switch (Click the [...] button to bring up the Switch Selection window) is ON. -> Turns elapsed: The first textbox is for the first turn the action will be used on, and the second if for the number of turns afterwards it will be used again, so if 3 is in the first and 5 in the second, the action will be used on the 3rd, 8th, 13th etc. -> Monsters Present: The action will be performed only if the number of monsters present is within the specified range. -> HP: The action will be used when the monster's HP is in the specified range, the first textbox being the lower bound and the second being the upper bound. -> MP: Works the same way as HP, except MP is applied instead. -> Party Level Average: The action will be performed if the party's average level is within the specified standards, the first being the lower bound and the second being the upper bound. -> Party Exhaustion: The action is used when the Hero's exhaustion level is within the specified range. The exhaustion level is determined by 100 - 100 x ((Current HP/Max HP) x 2 - (Current MP/Max MP) / 3). The first textbox is the lower bound, and the second is the upper bound. · [Priority]: If 2 or more actions have the same preconditions, the one with the higher priority will be used. · [Action Turns Switch ON/Aciton Turns Switch Off ]: After the action executes, you may have it turn a switch on or off. · [Action]: This is the action that will be performed. Select one from the list box. The available actions are described below. -> Basic : Normal actions that any monster can use. --> Attack : Attacks normally.. --> Double Attack : Attacks twice --> Defend : The enemy defends for one turn. --> Observe Battle : The monster does nothing. A message is shown. --> Charge Up : The monster forfeits its turn to make its next attack stronger. --> Self-Destruct : Kills the monster and damages the party. --> Escape : Monster attempts to run away. --> No Action : The monster does nothing. No message is shown. -> Skill: The enemy uses a Skill. Select one from the pull down list. -> Transform: The monster transforms into another monster. Select one from the pull down list. * Processing Monster Actions The action the monster will take is determined by the following. 1. The possible actions are sorted into those whose conditions are met and those whose are not. For identical conditions, the actions are sorted by priority.. 2. The effectiveness of the action in the current situation is calculated. This value is compared to all the other actions and produces a probability of each action being used. 3. The executed action is chosen randomly based on the probability calculated above.
  • 13. Some information got is from the help in RPGM 2k3’s Help. NOW!!!!! Create a custom monster Have it have 3 skillsand different resistances to things