Overview
I’ll cover some basic how to do that guides that aren’t here. I figured consolidating resources here also would be for the best seeing a lot of resources for RPG Maker 2003/rm2k3 are disappearing day-by-day. If you do use any part of my guide, please do rate it. If anything can be done better, message me as well. Thanks
Table of Contents
Each chapter requires a certain amount of experience with knowing how events, switches, and variables work ranging from very easy [*—-] up to hard [*****]. Good luck!
Chapter 1: How to make a chest with loot
Level: [*—-]
Chapter 1a: How to make a locked chest and a key
Chapter 2: How to allow a party member to join and leave your party
Level: [*—-]
Chapter 3: How to make a driveable tank vehicle
Level: [**—]
Ch. 1: How to make a chest with loot
I will tell you how to make a chest with a Potion as loot step-by-step. You can easily swap the item in the chest for gold or a Long Sword. For now, it’ll be a Potion as the reward.
So you made a map already and you want to make a chest to reward the player for finding it. I will be using RTP images and sound effects.
1. Right click on the map where you want the chest to be. I already made one on the map.
1a. Click Create Event. The Event Editor Menu should open up as shown below.
We will now set-up an event for our chest. Copy everything on Page 1 as shown.
2. Under the Name Section on the top left, it should say EV0001. Rename it to Chest1 or whatever suits your tastes for easy reference.
Now, we need a picture for our closed chest.
3. Moving down to the Graphic Section you should see a pink box. Click on Set. Click on Object1 <RTP>. Click on the closed chest you want. It could be the red or brown chest. For now click on the brown chest to indicate it’s a common chest.
4. Under the Direction Section, click on Down. Under the Pattern Section, click on Middle. Click OK.
We now have a picture of a closed chest. The next step is to allow the player to open chest by pressing the Action Button.
5. Under the Trigger Section, click on Action Button from the drop-down menu. It should be there by default.
6. Right below that under Priority Section, click on Same As Characters. This will prevent players from walking through the chest.
7. Under Animation Type Section, click on Fixed Graphic. That way when players enter/exit screens, the picture of the chest won’t show open and then closed or vice versa.
Here comes the fun part when a player interacts with the chest. We will now add a sound effect when they open the chest.
8. Under the Contents Section, right click on the white block and click on Insert. The Event Command Menu should open up.
9. Click on Tab 3, click Play SE, look for Key <RTP>, click on it so that it is highlighted, click OK.
Next, we want to show a little animation sequence when you open the chest.
10. Click Insert below @> Play SE: ‘Key’, 100, 80, 50, click on Tab 2, click on Set Move Route. The Set Move Route Menu should open up.
11. Under the Event Section on the top left, click This Event from the drop-down menu.
12. Under the Movement Commands Section, click on Turn Right, Wait, Turn Up, Wait, Turn Left, and click OK. All of these commands should be listed underneath the Movement Commands Section.
Next, we want to let the player know what they found.
13. Click Insert, click on Tab 1, click on Show Text and type: You found a Potion! Click OK.
Time to reward them that Potion.
14. Click Insert, click on Tab 1, click on Change Items. The Change Items Menu should open up.
15. Under the Operation Section, click Increase.
16. Under the Item Section, click Fixed, click on Potion from the drop-down menu.
17. Under the Operand Section, click on Constant and type 1 in the box and click OK.
Next, we want to set the chest to remain open so that the player can’t keep getting unlimited potions.
18. Click Insert, click on Tab 1, click Control Switches and the Control Switches Menu should open up.
19. Under the Switch Section, click on Single, click on the three dots […], choose 0001, under the Name Section, name it Chest1, click OK.
20. Under the Option Section, click Turn On, click OK.
Your Contents Section should look like this:
@> Play SE: ‘Key’, 100, 80, 50
@> Set Move Route: This Event, Turn Right, Wait, Turn Up, Wait, Turn Left
@> Text: You found a Potion!
@> Change Items: [Potion], + 1
@> Control Switches: [0001:Chest1] = ON
Now we need a picture for our open chest.
21. At the top click on New Page.
22. Under the Conditions Section, click on the first white box and choose 0001:Chest1 from the drop-down menu.
23. Moving down to the Graphic Section you should see a pink box. Click on Set. Click on Object1 <RTP>. Click on the closed chest you want. It should be the same colored chest that you picked the first time.
24. Under the Direction Section, click on Left. (It should show you a picture of an opened chest. Under the Pattern Section, click on Middle. Click OK.
We now have a picture of an opened chest. The next step is to send the player to a message if they search the opened chest by pressing the Action Button.
25. Under the Trigger Section, click on Action Button from the drop-down menu. It should be there by default.
26. Right below that under Priority Section, click on Same As Characters. This will prevent players from walking through the chest.
27. Under Animation Type Section, click on Fixed Graphic.
28. Under the Contents Section, click Insert, click Show Text, type: The chest is empty.
That should be it! Save it and test!
Special thanks goes out to thephantom, penderrin909, Aten, and many more RPG Maker 2003 authors. I compiled a little bit of everyone’s approach to adding chests.
Ch. 1a How to make a locked chest and key
Hello folks! Now that you know how to make a chest with loot, I wanted to share with you how to make a locked chest that requires a key to open it. Not all chests will be unlocked wouldn’t you agree?
Taking from what you learned in the previous chapter. You will now use it in this one.
Step 1: Create an event for the chest. As you can see I have two chests already made. The red one is one we’ll be making.
Step 2: Copy and paste everything as shown and apply the lessons and concepts you learned about setting the Graphic for the chest, create a Switch, and name it. The only difference this time is that you’ll be using a condition branch event that will require the player to have a key on them. If you have one, it’ll open the chest when you try to open it again. The key will be used up,and the contents is yours. If you don’t have a key, it’ll tell you it’s locked and you’ll need a key.
Step 3: Create a new page. Copy and paste everything. Don’t forget to set the Switch.
Now that your chest is made and requires a key to open it. Lets make the key.
Step 4: Go into Database, click on the Items tab, increase maximum number of items by one, and copy the info. Click OK, apply, save, and give it a try! I swapped the potion in the brown chest for the key. You can also set a price on the key so shopkeepers could sell them.
Enjoy! Please do rate my guide and let me know if there is a better way to do things.
Ch. 2: How to allow a party member to join and leave your party
Hello. You probably stumbled across my guide because you wanted to allow party members to join and leave your party. I’ll show you a simple way of allowing a party member to join and leave your party by talking to them. I made it so that you have three choices when talking to them: Yes (join), No (they can’t join now), and Get lost! (leave). This is a real simple way to do it.
For this guide, I will use Albert as a party member that I want to have to join or leave my party when
I talk to him.
Step 1:
Create a character event for Albert anywhere on the map. As you can see, I already made him.
Step 2:
Copy everything on Page 1 as shown.
Note: If you do not want Albert to disappear from the map when he joins your party, delete the event entry for the Switch: Albert joined. Stop here if you delete the Switch. You’re done! This way you can still interact with Albert to tell him to leave your party if you pick, “Get lost!”
If you want the Switch for Albert to disappear when he joins your party, then continue to Step 3. You’ll have to add another way for him to leave your party unless he’ll be a permanent party.
Step 3:
Copy everything on Page 2 as shown.
This is the real simple way of allowing Albert to join and leave your party. Rinse and repeat if you want to allow Vance, Craise, and etc. Enjoy!
If there is something you want to see done, I may do a guide on how to do that if I have time. I won’t do any complex ones however. Please like my guide if you found it useful and I may continue to add more how to do that examples.
Ch. 3: How to make a driveable tank vehicle
Welcome back to another basic how to do that guide. I’m your host, PsychoticKillzGuam. Today April 14, 2018, I finally squashed a bug that was in my guide yesterday and I reorganized the way how the tank loads into the world map and saves the tank’s coordinates, you no longer need to add a pesky Switch to each accessible town or area to save the tank’s coordinates upon coming back onto the World Map. If you want to stop players from driving their tank into town, you will still have to add a Switch condition check for those towns and areas.
It took me a day to finally get a tank vehicle evented that fulfilled everything I wanted. Please do leave me some feedback for the guide. I would appreciate it.
Features:
– It can drive on all ground terrains and cross bridges.
– You no longer have to hold down the space bar to remain in the vehicle. Once you press “enter” that’s it. You stay in the vehicle. My other tank vehicle event required you to hold down the space bar to remain inside. (I’m learning here…)
– You can enter/exit your vehicle any time and anywhere.
– You can be driving your tank, enter your airship, and fly anywhere. When you exit the airship, you will still be in your tank.
– Wherever you leave the tank, the tank will remain where you left it even if you entered into different areas!
– Have music playing while driving the tank and stop when you exit the tank.
Controls:
Here is how to drive the tank once you have it set-up in your game.
Enter/Space Bar – to enter the tank. Duh! (Have the actor (Zack) walk onto the tank and then press enter button to enter the tank.)
Shift – to exit the tank. (You can change it to another button easily.) I didn’t make it the enter button because then you wouldn’t be able to enter Airships while inside the tank.
Directional keys/NumKeys 2, 4, 6, 8 – to control the vehicle.
Bugs:
I doubt players would use coordinates (0, 0) to park their tank. In case you do park your tank at
(0, 0), the tank will load coordinates where the event originally loads. It’s not a bad bug.
In the old tank event, if you entered the town first without going into the tank at all, the tank would load at (0, 0) when you left the town. But if you entered the tank first, left the tank, and then entered the town. The coordinates would save and load fine when you left the town.
To remedy that issue, I saved the tank’s coordinates when you see it the first time. I had to play around with saving variables for X and Y coordinates along with Parallel Process which I haven’t done much of till now.
This one bug that needs to be squashed. Its not really that bad. If you see the tank for the first time, but don’t enter it, and enter into a different area, when you come back to where you first saw the tank it’ll load at coordinates (0, 0). I figured most people would enter it right away and drive around which will then save the coordinates and prevent this bug. I’ll update a fix when I get the chance. I may try to turn this into a common event which may fix the bug… We’ll see if I have time.
Fixes:
– You no longer need to add a Switch to a town or area if you want to save the tanks current position and load up when you come back to the tank.
– You no longer have to create another event for denying vehicles. I just added a Switch check if you’re driving the tank to the event that allows you to enter a town or area.
– Tank now saves coordinates and loads fine if player doesn’t enter it, but enters town or a new area.
– Condensed all the eventing into the tank event itself and denying vehicles into the town.
– Reduced switch/variable use by 1.
With all that in mind. Let’s get started!
Implementation:
Here is what you should have.
1. An event for the tank.
2. A map event for the tank (top left) on your World Map or you could stick this in Common Events.
3. An event for the town entrance.
Step 1: Create an event for the tank anywhere on the map. For simplicity sakes, I put it right below the town as shown.
Step 2: Copy and paste everything as shown. Add a new page for page 2. You also will need to create one switch: Driving Tank.
Step 3: Copy and paste everything as shown for page 2. Do not forget to add the Switch check for Driving Tank is ON under Conditions on the top left. You will need to create three variables: Tank Key, Tank X-coordinate, and Tank Y-coordinate.
Step 4: Create and place an event for the tank’s default load. I stuck mine at (0, 0). You could also place this in a Common Event.
Step 5: Copy and paste everything as shown.
Step 6: This is my generic town entrance event. On yours add a new page for page 2.
Step 7: Copy and paste everything as shown for page 2. This is for denying the tank from entering the town and will make the tank go down. Do not forget to add the Switch check for Driving Tank is ON under Conditions on the top left.
You’re all done! I hope you enjoy it. It took a good amount of time iron out issues one after the other. Please do rate my guide. If it could be done better, please let me know. Thanks!