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by Darrin Perez
Beginning RPG Maker VX Ace
Cover
Title
Copyright
Dedication
Contents at a Glance
Contents
About the Author
About the Technical Reviewer
Acknowledgments
Introduction
Part I: Creating a Solid Foundation
Chapter 1: Starting Out with RPG Maker VX Ace
Where Can I Get RMVXA?
What Restrictions Does RMVXA Lite Have?
So, I Downloaded a Copy of RMVXA/RMVXA Lite. What Next?
I Got RMVXA Lite!
I Got RMVXA!
So, I’m Done.
Story
Game Play
Summary
Chapter 2: Switches and Variables
Switches? Variables? Pizza?
Switches and Variables Do the Same Thing, Then?
Ready?
Creating the Events
Creating Your Second Map
Why Is the Map Empty?
Cool! Now, About Those Variables . . .
What’s the Point?
Advanced Challenge: Using Variables to Handle an Area Transition!
Let’s Crunch Those Map Boundaries, Shall We?
But You Don’t Have Anything Inside the Branches!
Summary
Chapter 3: Of Friends and Foes
Time for Enemies!
Playing with the Database
I Want My Monster to Do More Than Just Attack with a Weapon!
An Explanation of Ratings
Regions
Damage Formulas
Parameter Abbreviations
Back to Damage Formulas?
So, About That Winter up There . . .
Summary
Chapter 4: Fleshing Out Your World
Adding Content to Our Game World
Populating the World Map
Populating the Port Town
Creating Characters to Populate Seaside
Creating Random Encounters for the World Map
A Discussion on Battlebacks
Adding Transfer Events to the World Map
A Little More on Terrain Tags and Tilesets!
A Discussion of Floor Damage
Additional Exercises
Summary
Chapter 5: Your First Dungeon
Random or Static?
Random
Static
Creating Static Encounters
The Change Encounter Event Command
Our First Boss
Additional Exercises
Summary
Part II: Increasing the Complexity
Chapter 6: Your Second Dungeon
Updating Our NPCs
The First Two Floors of Our Second Dungeon
Interacting with the Dragon Statue
Drawing a Perimeter
Moving Our Interaction Event
Checking Our Player’s Directional Facing
Our Second Boss
Creating a Bookcase Interaction Event
Creating Our Second Boss Event
Creating the Boss Encounter
The Aftermath of the Boss Encounter
Summary of Our Second Boss Event
The Second Dungeon’s Random Encounters
Placing the Second Dungeon on the World Map
The Staircases of the Second Dungeon
Summary
Chapter 7: Arenas and Other Minigames
Why an Arena?
What If I Want Another Minigame?
Arena Overview
Outlining Our Arena
Creating the Arena Exterior
Overview of the Arena Sign-up Event
Creating the Arena Sign-up
Creating the Arena Battle Event
Creating the Arena Result Event
Miscellaneous Arena Considerations
Creating Our Arena Shop
The Treasure Chest Game
Populating the Chests of the Treasure Chest Game
Creating the Treasure Chest Game NPC
Completing the Treasure Chest Game
Related Exercises
Other Minigames
Adding the Minigame Areas to Our World Map
Summary
Chapter 8: Sidequests
End of the Line for Lite
Let’s Create a Permanent Sidequest!
Creating the Sidequest NPC
Creating the Well (Event)
Creating the Area Below the Well
Additional Exercises
Let’s Create a Time-Sensitive Quest!
Creating the Sidequest NPC
Of Rats and Their Tails
Additional Exercises
Other Sidequest Ideas
Summary
Chapter 9: All About Common Events
The Exit Item/Skill
Updating Our Transfer Events
Creating the Exit Scroll
Creating the Exit Event Logic with Common Events
Creating an Enemy with a Shifting Anti-element Barrier
Sneaky Like Ninjas: Creating the Smoke Bomb
Making Specific Random Battles Inescapable
Additional Exercises
Summary
Chapter 10: Treasure Hunting and Other Hidden Things
The Compass
How to Change Whether a Map Displays Its Name
Creating Hidden Treasure Chests That Require the Compass to Be Found
The Treasure Hunter
The Treasure Hunter’s Treasure Note Shop
Giving the Player the Compass
Creating the Treasure Notes
A Hidden Location
A Page of Evented Plot
Making Sure That the Player Has Progressed in the Arena
Creating Our Hidden Location
Hidden Passages
Additional Exercises
Summary
Part III: The Finishing Touches
Chapter 11: Puzzles
Slippery Floors!
Creating Our Staging Area
Eventing Our Sliding Puzzle
A Note About Redundant Code
Eventing Our Sliding Puzzle (continued)
Creating the Icy Area
A Treasured Intermission
Riddles!
Overview
Our Riddle of Choice
Creating Our Riddle Event
Finding How RMVXA Handles Actor Names Within Its Code
How to Use the Script Option to Store and Modify Text in a Variable
Finishing Up Our Riddle Event
Remote Statue Manipulation!
Overview
Creating the Puzzle Trigger (Interaction) Event
Creating the Puzzle Logic Event
Dissecting the Statue Manipulation Puzzle Logic
Creating the Second Town
Additional Exercises
Summary
Chapter 12: Final Preparations
Populating Rocksdale
The Town Greeter
Creating the Village Elder and His Home
The Temple of Rocksdale
Leaving Rocksdale
Enemies of the World
A Discussion on Superbosses
Completing the Dragon Statue Event
Setting Up the Use of the Exit Skill/Item Inside a Dungeon with Two Exits
Summary
Chapter 13: The Final Dungeon
The Beginning of the End—The First Floor
The Teleportation Puzzle
Creating the Puzzle Logic
Creating the Crystal That Controls the Puzzle
Encounters of the First Floor
The Basement
The Second Floor
The Third Floor
A Boss Rush Overview
Locales of the Third Floor
Creating the Blocking Event
The Boss Rush
Considerations Concerning the Boss Rush Room
Populating the Treasure Room
When Chests Attack
Miscellaneous Odds and Ends
The Final Boss
Creating the Pre-Battle Autorun Event
The Dark Master and the Final Battle
Transform!
The End (of the Game)
More Tips and Tricks for Final Dungeons
Summary
Chapter 14: Basic Scripting Exercises in RMVXA
What Is Ruby?
What Is Object-Oriented Programming?
Critically Coded
Coded Messages (in a Bottle)
Dissecting the hp_damage_text Method
Tweaking the hp_damage_text Method
Dissecting the mp_damage_text Method
Tweaking the mp_damage_text Method
The tp_damage_text Method
Of TP and Their Preservation
Searching for TP
Tweaking the TP Preserve Methods
Other TP Considerations
Damage Floors Revisited
Game Over by Incapacitation
Adding a Menu to the Game Over Screen
Tweaking the Game Over Menu
Summary
Chapter 15: More Tips and Tricks for RMVXA
Forcing Certain Party Members to Participate in a Battle
Overview
Finding Out How RMVXA Handles Party Members
Creating the Forced Party Member Event
Play-Testing Features
Of Deserts and Ghostly Locations
The Desert Event
Forest Event Overview
Creating the Forest Event
Vehicles
Two of a Kind
A Full House
Ye Olde RPG—A Treatise on Quest Experience
The Other Actor Event Commands
The Bridge
The Town Map
Preparing Our Map Pictures
Using the Show Picture Event Command
Creating Our Town Map Common Events
Variants on the Map Exercise
Summary
Appendix A: Useful Resources for RPG Maker VX Ace
Tutorials and General Help for RMVXA
Art and Spriting
Tutorials and References for Ruby
Sounds and Music
Video Game Writing Tutorials
Scripts
RMVXA Games
Closing Notes
Index
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