First and foremost: I myself had help with many of these systems, including directly from people and/or from reading tutorials myself. Some of these I had to tweak quite a bit...others I did do from scratch. Just saiyan! Table of Contents: INDEX A SYSTEM I. Moving in 8 Directions II. Jump III. Party Switch System [Two Parts] IV. Alternating Characters V. Blue Magic VI. Skill Tree Items VII. Multiple Party Switch System VIII. Bowyer IX. Key Item + Running (Need to update) X. Alternating Skillsets XI. Limit Command (ala FFVIII style) XII. Crafting System XIII. Party Graphic Changer System XIV. Overworld Field Abilities XV. INDEX B SKILLS AND COMMANDS I. Gravity Spells II. Sacrifice Skill III. Heartless Angel IV. Arithmetician Skills V. Various Blue Magics VI. Gil Toss Command VII. Chakra (Need to update) VIII. Incrimental Skills IX. "Level" Spells X. Steal Command XI. Morph Command (Needs revised) XII. Scan Command XIII. Flee Command XIV. Pray Command (Based on Earthbound) XV. Call Shop Command XVI. Weapon Bless Abilities XVII. INDEX C ITEMS/EQUIPMENT I. Tent II. "Moogle Charm" accessory III. HP/MP+% Accessories IV. Money Ring V. Reverse Doll/Auto-Life Accessory VI. Stat % Equipment VII. Special Equipment VIII. Save Crystal IX. Teleport Item X. INDEX D STATUSES I. Auto-Life II. Heat/Burn (ala FFIX style) III. Freeze (ala FFIX style) IV. Disable V. Bubble VI. Disease =================================================================== INDEX A S Y S T E M =================================================================== I. Moving in 8 Directions (ala Chrono Trigger style) Note that this is a bit flawed right now, which I'll cover afterwards. This is for those of you who want to be able to move in all 8 directions (instead of the normal 4 directions) with your main party. All that's needed is to make a single Common Event (for the sake of simplicity, let's call it 8-Directions) and make it a Parallel Event (no switch required). You'll also need at least 4 variables for this that are free to use. The coding is as follows in the Event section (I'll break it down after the coding: Label: 1 Key Input Proc: [Var001: 8 Directions Down] Key Input Proc: [Var002: 8 Directions Right] Key Input Proc: [Var003: 8 Directions Left] Key Input Proc: [Var004: 8 Directions Up] If Var [XXX: Down] is 0 Not Wait 0.0 sec If Var [XXX: Left] is 0 Not Wait 0.0 sec Move Event: Hero, Face Left, Move Down/Left Else Wait 0.0 sec If Var [XXX: Right] is 0 Not Wait 0.0 sec Move Event: Hero, Face Right, Move Down/Right Else Variable Oper: [001-004] Set, 0 Jump to Label: 1 End End Else Wait 0.0 sec If Var [XXX: Up] is 0 Not If Var [XXX: Left] is 0 Not Wait 0.0 sec Move Event: Hero, Face Up, Move Up/Left Else Wait 0.0 sec If [Var [XXX: Right] is 0 Not Wait 0.0 sec Move Event: Hero, Face Up, Move Up/Right Else Variable Oper: [001-004] Set, 0 Jump to Label: 1 End End Else Variable Oper: [001-004] Set, 0 Jump to Label: 1 End End OK, I'll try and explain this behemoth of a puzzle. First thing's first, the Label: 1 is there so that after executing the coding to see whether a button is pressed together or not, it'll loop back to the start of the entire process, allowing you to be able to move in those directions continuously. The Wait 0.0 second is to get rid of the lag that happens if you DON'T have it in (thanks to whoever pointed that out to me. Sorry that I forgot your name T-T). After executing each of the commands for movements, you'll want to set each of the variables back to 0 so that it can continue its process (granted, we don't touch the variables values to begin with). There's really not much else to say on that segment. Again, it's a bit flawed as you cannot enter areas that you can just normally enter by going up/down/left/right, and if you run into an object going diagonally, the only way to get out of it is going the opposite diagonal direction. Other than that, it seems to work rather well as far as I can tell. =================================================================== II. Jump This little command will allow the player to be able to jump around on the overworld. Note that this can be configured even further for more additional effects for your game. Go to Common Events and name an Event "Jump" and set the Trigger to Call. In the Event tab, all you have to do is put in the following: Key Input Proc: [XXXX: Jump] Move Event: Hero, Begin Jump, Move Forward, Move Forward, End Jump Simple as that. For the Jump key input, have "Wait until Key is Pressed" checked and whatever button that isn't used by the game (or a button you want to assign to the command) to be the command for Jumping. Simple as that! =================================================================== III. Party Switch System [Two Parts] Oh boy....this is going to be a behemoth to do! Note that there are SEVERAL ways of doing this, and this is the simpliest way that I see fit (thanks to Sirius for helping me with this one!). Before we begin, you'll want to make 2 switches per party member; one being called (for simplicity's sake) [XXX: Hero1 acquired], and another called [XXX: Hero1_in_party]. This will be used later. Make sure to turn these on whenever the party member joins the party, and turn them off whenever the party member leaves the party. [Part I] First, let's go to Common Events to set up the event. Name it PHS (or whatever), set Trigger to Auto-Start, and set Switch (for simplicity sake, we'll name it PHS) to PHS. We'll be needing another switch as well (call it PHS2). In the Event section, put in the following: Variable Oper: [XXXX: Save Point] Set, Hero Map ID Wait 0.3 sec If Switch [XXXX: PHS2] is ON Memorize Location (set aside 3 variables for each part of this) Variable Oper: [XXXX: Party Number] Set, 0 (this will be used later on) Change Party Members: [Remove all party members except the main party member] Teleport (Use this to teleport to a map specifically made for switching party members) Switch Operation: [XXXX: PHS2] OFF Jump to Label: 3 End Play Sound: Failure2 (or whatever) Message: You cannot use this here! Label: 3 Switch Operation: [XXXX: PHS] OFF Lots of things going on there. The first variable operation makes it so that you can return to that exact spot that you used the PHS at after being done with the PHS. The Memorize Location is also used for this purpose. Now, make a map for the area (doesn't matter how it looks really) and set events for each of your party members here. Set up 4 pages per character. For the first page, just have it as a blank page. For Page 2, set the graphics of your party member here, and set the [XXX: Hero acquired] switch ON in the Preconditions for that party member. In the event tab for this party member, we'll type in the following: Message (OF PARTY MEMBER): (if you want one for them) Message: Do you want to take Sage? Show Choices: Yes/No [Yes] Change Party Members: Add Sage Variable Oper: [XXX: Party Member] +1 [No] End On Page 3, check Hero for Preconditions, and check that party member's name (in this example, we'd put Sage in that box). Add in any code BEFORE the 2nd message above if you want to still interact with the party member. For Page 4, set the Precondition to [XXX: Hero Acquired] (or whatever the character's name is that you're in the Event for). Set Variable to [XXX: Party Number] and make it Equal to 3. Add in the same coding as in Page 3. This will make it so that the game checks to see if you have 4 party members in your party, which will make it impossible to add anymore to the current party without removing them. Now, make another event (let's say another character that isn't in the party or something) that will remove all party members from your party (so that you can change party members if you want). In the Event Tab for this event, put in the following: Message: Reset party? Show Choices: Yes/No [Yes] Change Party Member: Remove (use this for each party member save for unremovable party members) Variable Oper: [XXX: Party Number] Set, 0 [No] End Finally, add another event to leave the area. In the Event Tab, use the following: Message: Return to game? Show Choices: Yes/No [Yes] Switch Operation: [XXXX: PHS2] OFF Recall to Location: (Use the 3 variables used in the Common Events here) [No] End And that finishes the map! Only one more thing left to do.......the PHS item! Go to the Items tab and create a item called PHS. Set it to Switch and Unlimited Use, and set the Switch that it turns on to [XXX: PHS] (also make sure to set the Price to 0 so you can't get rid of it). Voila! Now you have a PHS system! [Part II] Part II works differently from the above, in that this system allows you to bypass the Game Over bug due to having anyone in your party dead. You still need the map event as the same. Here's the big difference! Variable Oper: [XXXX: Save Point] Set, Hero Map ID Wait 0.3 sec Branch if Switch [XXXX: PHS 2] is ON Change Cond: Entire Party Death Remove Change Party Members: Cloud Remove <--Repeat for each party member --> Change Party Members: Moogle Add Memorize Location (set aside 3 variables for each part of this) Variable Oper: [XXXX: Party Number] Set, 0 Teleport (Use this to teleport to a map specifically made for switching party members) <-- These are for any instances that an Acquired Switch is On or Off, or for instances where you don't want a party member accessible at a specific point in the game. Put any additional events like this in the Else Handler for the below --> Branch if Switch [XXXX: Event] is On End <-- These are for any instances that an Acquired Switch is On or Off, or for instances where you don't want a party member accessible at a specific point in the game Put any additional events like this in the Else Handler for the above --> Switch Operation: [XXXX: PHS 2] OFF Jump to Label: 3 End Play Sound: failure2 (or whatever you want) Message: You cannot use this here (or whatever you want) Label: 3 Switch Operation: [XXXX: PHS System 1] OFF This revives everyone from KO with 1 HP, which can make it a cheap way of reviving without items. If you do not want someone to abuse this, you can always set up another common event afterwards to check for if any character has 1 HP to KO them again. Now, there's a couple new things to do with each character event. Let's take a look at one! Message (OF PARTY MEMBER): (if you want one for them) Message: Do you want to take Sage? Show Choices: Yes/No [Yes] Change Party Members: Add Sage Switch Operation: [XXXX: Sage in party] ON Variable Oper: [XXX: Party Member] +1 [No] End The biggest difference here is that there's now a "Sage in party" switch. You'll want to have a switch for each party member so that this event works correctly after this! If you want to make it so that you remove the current substitute character for the character you just chose so that he/she's your leader, put in the following: Message (OF PARTY MEMBER): (if you want one for them) Message: Do you want to take Sage? Show Choices: Yes/No [Yes] Change Party Members: Add Sage Switch Operation: [XXXX: Sage in party] ON Variable Oper: [XXXX: Party Member] +1 <---Add the below line here! ---> Branch if Variable: [XXXX: Party Member] is 1 Change Party Members: Mog Remove [No] End The next thing to do is to go to the party remover event and do the following: Message: Reset party? Show Choices: Yes/No [Yes] Change Party Member: Remove (use this for each party member save for unremovable party members) Switch Operation: [XXXX: Sage in party] OFF <--Repeat this for each character Change Party Members: Mog Add <-- So you don't end up with nobody in your party Variable Oper: [XXX: Party Number] Set, 0 [No] End And finally, for the Exit event, do the following code: Message: Return to game? Show Choices: Yes/No [Yes] Branch if Var [XXXX: Party Number] is 0 Message: Please add at least one character to the party! Else Handler Switch Operation: [XXXX: PHS2] OFF Recall to Location: (Use the 3 variables used in the Common Events here) Change Party Members: Mog Remove Branch if Switch [XXXX: Sage in party] is ON Change Party Members: Sage Add Switch Operation: [XXXX: Sage in party] OFF <---Repeat for each character --> End End [No] End This code will make sure that your party is the party that you chose if you do not wish to add party members immediately to the party through talking to them and only afterwards. Using this set of codes, you can customize your party switch system to instead of being forced to use a single character in your party at all time, you can now use anyone in your party at any given time, assuming you don't have any code in the Party Reset or HRCS event that forces you to have a character in the party at all times! =================================================================== IV. Alternating Characters This tutorial basically allows you to switch to and fro from one "alter ego" of a character to another. Let's say, for example (I'll use my game as an example), you want to have Cirno become Advent Cirno, or return Advent Cirno back to normal Cirno. Here's how we'll do this. First, make an accessory (or item, whatever it is that you want), then go to Common Events. Make this a Parallel Process, then in the Event section, put in the following (using Cirno/Advent Cirno as an example, and for an accessory). This will require some variables and switches for the character (as shown earlier in the Party Switch System section): If [Cirno] Advent Ring (or whatever you named the accessory) Equipped Change Equipment: Cirno Accessory Unequip Variable Operation: [XXX: Cirno] Set 0 Variable Operation: [XXX: Advent Cirno] Set 1 Change Party Members: Cirno Remove Change Party Members: Advent Cirno Add Switch Operation: [XXX: Advent Acquired] ON Switch Operation: [XXX: Cirno Acquired] OFF End You basically reverse everything when doing it for the other character. The reason for unequipping the accessory is so that it doesn't infinitely loop itself and that you can use it again to return to the other character (especially true if the accessory is unique). =================================================================== V. Blue Magic This is my attempt at trying the Blue Magic system, which seems to work fine so far save for messages appearing after battle telling the player they got the skill. First thing first, you'll need a character that can be a Blue Mage (of course). Next, have some skills set aside that'll be Blue Magic. In the Enemy tab, when assigning skills to an enemy, if it is an enemy skill that you want the Blue Mage to be capable of learning, set the switch for the skill to on (name a switch to something like, for instance, if the Blue Magic you want to learn is Fire, name the switch something like "Saw Fire"). This will make it so that you learn it whenever it is used, regardless if the mage was hit by it, it heals, or whatever else it does. Next, make a Common Event and name it something like Blue Mage. Make it a Parallel Process and input the following: If (Blue Mage) in the Party Switch Operation: [XXX: Blue Mage] ON Else Switch Operation: [XXX: Blue Mage] OFF End Wait: 0.0 Sec You can set the following Common Event with the Trigger Switch being Blue Mage, or alternatively, you can go without using the Blue Mage event and set a Common Event for each individual Blue Magic spell you want to learn. For this example, we'll name the Common Event Drain. Common Event: Drain Trigger: Call Branch if Quistis in the Party Branch if Quistis Drain Skill Usable Else Handler Variable Oper: [XXXX: Blue Magic Random] Set, Rnd [0-100] Branch if Var [XXXX: Blue Magic Random] is 59 Less/Equal Message: Learned Drain! Change Skills: Quistis Drain Add End End End Switch Operation: [XXXX: Drain Learned] OFF Next, go to the Monster tab. Give the monster you want to learn a Blue Magic from the skill, and have that skill turn on said switch (in this case, give the monster Drain and have it turn on the Drain Learned Switch. Either which way you go, go into the Monster Groups tab, and make a new page. Make the Trigger the Blue Magic activation switch (in this example, it'll be the Drain Learned switch). In the coding box, input the following: Branch if Quistis Can Act <--This is to prevent your Blue Mage from learning skills when dead, Stopped, Petrified, etc. Call Common Event: Drain Else Handler Switch Operation: [XXXX: Drain Learned] OFF End Simple as that ^^ =================================================================== VI. Skill Tree Items This particular section is for those that wish to make their abilities learned not through variables, or through the traditional leveling up, but through a specific set of items...and in a specific way at that. First, let's make an item. Let's call this item Fire Scroll. Make it a switch, and have it turn on a switch (let's name it Fire Scroll). Have the activation be only in the field. Now, the complicated part! Let us make a Common Event, call it Fire Scroll, make it a Parallel Process, and have the trigger switch be the Fire Scroll switch. Here, we want to make it so that if you have any other levels of the spell (i.e. Fira or Firaga), you cannot learn this spell at all. Coding is as below. Branch if Cloud Fire Skill Usable Message: Cannot learn this skill! Change Items: Fire Scroll Add Else Handler Branch if Cloud Fira Skill Usable Message: Cannot learn this skill! Change Items: Fire Scroll Add Else Handler if Cloud Firaga Skill Usable Message: Cannot learn this skill! Change Items: Fire Scroll Add Rinse and repeat for each level of the skill. This will make it so that you ONLY learn this skill when you don't have the skill already, or if you don't have any other levels of the skill. Now, the coding for non-starting levels of skills is a bit different. Let's go with the next level. Make an item for Fira Scroll and create a Common Event as above but for Fira. For the coding, let's look at it below. Branch if Cloud Fire Skill Usable Change Skills: Cloud Fire Remove Change Skills: Cloud Fira Add Message: Learned Fira! Else Handler Message: You cannot use this item yet. Change Items: Fira Scroll 1 Add End Switch Operation: [XXXX: Fira Scroll] OFF This makes it so that as long as you have the skill DIRECTLY before this level, you can learn it, but if the character has any higher levels of the skill, they cannot learn the skill at all. For higher levels of the skill, just copy/paste the coding used for level 2 skills, and modify it to fit those skills (for instance, Fire would be Fira and Fira would be Firaga for the Firaga Scroll coding. And there you have it! =================================================================== VII. Multiple Party Switch System Ever wanted to make a party switch system similar to FFVI in Kefka's Tower? This section is for you then! Keep in mind, that this section is probably going to be very confusing! First, let us make an event somewhere. Make it Auto-Start and be Below Hero. On the first page, let us put in the following: Branch if Switch [XXXX: Barret Party 1] is ON Change Party Members: Barret Add Recall to Location: V[Map ID] (V[Party 2 X], V[Party 2 Y]) Change Event Location: Cloud, (V[Party 1 X], V[Party 1 Y]) Branch if Switch [XXXX: Cloud Party 2] is ON Variable Operation: [XXXX: Cloud] Set, 2 Change Party Members: Cloud Add End Branch if Switch [XXXX: Barret Party 2] ON Change Party Members: Barret End Switch Operation: [XXXX: Control Party 1] OFF Switch Operation: [XXXX: Control Party 2] ON Tint Screen: R100, G100, B100, S100), 0.5 Sec (Wait) Jump to Label: 1 [No] Handler End End Branch if Switch [XXXX: Control Party 2] is ON Message: Switch to party 1? Show choices: Yes/No [Yes] Handler Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord. Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord. Tint Screen: (R000, B000, G000, S000), 0.5 Sec (Wait) Change Party Members: Cloud Remove Recall to Location: V[Map ID] (V[Party 1 X], V[Party 1 Y]) Change Event Location: Cloud, [V[Party 2 X], V[Party 2 Y]) Branch if Switch [XXXX: Cloud Party 1] is ON Change Party Members: Cloud Add Var. Operation: [XXXX: Cloud] Set, 1 End Branch if Switch [XXXX: Barret Party 1] is ON Change Party Members: Barret Add End Switch Operation: [XXXX: Control Party 1] ON Switch Operation: [XXXX: Control Party 2] OFF Tint Screen: (R100, G100, B100, S100), 0.5 sec (Wait) [No] Handler End End End Label: 1 Now, let's make an event somewhere for a placeholder event for your sprites. On the first page, set up your character sprite and have it triggered by setting the Variable to Cloud and equal to 1. On the second page, set it up for the leader of the SECOND party, and have that activated by having the Variable for Cloud equal to 2. Now, let us look at the character coding! We'll use Cloud as an example here. Create an event somewhere for Cloud and set the graphic for him. For the event coding, put in the following: Branch if Switch [XXXX: Select Party 1] is ON Branch if Switch [XXXX: Barret Party 2] is ON Message: Is already in another party. Else Handler Branch if Switch [XXXX: Barret Party 1] is ON Message: Is already in another party. Else Handler Message: Add to first party? Show Choices: Yes/No [Yes] Handler Switch Operation: [XXXX: Barret Party 1] ON Variable Operation: [XXXX: Party 1 Total] +, 1 Branch if Var [XXXX: Party 1 Total] is 3 Message: Is this the group that you want for party 1? Show Choices: Yes/No [Yes] Handler Var. Operation: [XXXX: Cloud] Set, 1 Var. Operation: [XXXX: Party 1 X] Set, Hero X Coord. Var. Operation: [XXXX: Party 1 Y] Set, Hero Y Coord. Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord. Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord. Var. Operation: [XXXX: Map ID] Set, Hero Map ID Recall to Location: V[Map ID] (V[Party 2 X], V[Party 2 Y]) Change Event Location: Cloud, (V[Party 1 X], V[Party 1 Y]) Change Party Members: Barret Remove Change Party Member: Cloud Add (or whoever the main leader of said party is) Switch Operation: [XXXX: Select Party 1] OFF Switch Operation: [XXXX: Select Party 2] ON Jump to Label: 1 [No] Handler Var. Operation: [XXXX: Party 1 Total] Set, 0 Switch Operation: [XXXX: Barret Party 1] OFF End Else Handler End [No] Handler End End End Branch if Switch [XXXX: Select Party 2] is ON Branch if Switch [XXXX: Barret Party 1] is ON Message: Is already in another party. Else Handler Branch if Switch [XXXX: Barret Party 2] is ON Message: Is already in another party. Else Handler Message: Add to second party? Show Choices: Yes/No [Yes] Handler Switch Operation: [XXXX: Barret Party 2] ON Variable Operation: [XXXX: Party 2 Total] +, 1 Branch if Var [XXXX: Party 2 Total] is 3 Message: Is this the group that you want for party 2? Show Choices: Yes/No [Yes] Handler Var. Operation: [XXXX: Cloud] Set, 1 Var. Operation: [XXXX: Party 1 X] Set, Hero X Coord. Var. Operation: [XXXX: Party 1 Y] Set, Hero Y Coord. Var. Operation: [XXXX: Party 2 X] Set, Hero X Coord. Var. Operation: [XXXX: Party 2 Y] Set, Hero Y Coord. Var. Operation: [XXXX: Map ID] Set, Hero Map ID Recall to Location: V[Map ID] (V[Party 1 X], V[Party 1 Y]) Change Event Location: Cloud, (V[Party 2 X], V[Party 2 Y]) Change Party Members: Barret Remove Change Party Member: Cloud Add (or whoever the main leader of said party is) Switch Operation: [XXXX: Select Party 1] OFF Switch Operation: [XXXX: Select Party 2] ON Jump to Label: 1 [No] Handler Var. Operation: [XXXX: Party 2 Total] Set, 0 Switch Operation: [XXXX: Barret Party 2] OFF End Else Handler End [No] Handler End End End Whew! That's a lot of coding! Note that you'll need to do this for EACH character that'll be in the segment used for this! And of bigger note, this will ONLY work on the same map....therefore, you cannot use this across multiple maps...otherwise you will end up teleporting inside a wall or location that you are not meant to teleport to! Keep this in mind! =================================================================== VIII. Bowyer Ever wanted to mimic this annoying boss from Super Mario RPG? Well, here's a way of doing so! First, make a skill and name it Lock Attack. It doesn't matter if it targets all enemies or not, unless it does damage that is. Next, give the skill to your Bowyer wannabe and have it turn on a switch when used (let's call the switch Lock Attack). Next, let us go to the monster groups tab, and for the Bowyer boss, make a new page and have it activated when the Lock Attack Switch is on. Make it call the Common Event for Lock Attack. Now for the Common Event. It's really simple actually! Name the event Lock Attack, set its trigger to Call. Now, for the coding. Branch if Switch [XXXX: Lock Attack] is ON Change Battle Commands: Mario Fight Remove Change Battle Commands: Mario Item Add Else Handler Change Battle Commands: Mario Fight Add Simple as that! For Skills, Items, or whatnot, just replace the coding for the appropriate skill! Just make sure that you at least give one command back and take one away that another skill doesn't give/take away to avoid having a skill completely locked down! Afterwards, make sure to put an event in the same map that the boss fight takes place in, remove all abilities, and then readd the abilities to each character in their original order! =================================================================== IX. Key Item + Running Common Event (Trigger: Parallel Process) Branch if Switch [0001] is OFF Key Input Processing: Var [0001] (Set to "Equal to 7", untick "Wait until key pressed") Branch if Var [0001] is 7 Move Event: Hero, Increase Move Speed, Change Graphic Wait 0.2 Sec Switch [0001] ON End End Branch if Switch [0001] is ON Key Input Processing: Var [0001] (Set to "Not 7", untick "Wait until key pressed") Branch if Var [0001] is 7 Not Move Event: Hero, Decrease Move Speed, Change Graphic Wait 0.2 Sec Switch [0001] ON End End =================================================================== X. Alternating Skillsets Ever wanted to switch skillsets as though you're switching stances? Well, here's the thing for you then! First, let us make a few skills. For this example, let's use the ones from my game: Have a skill named Fate, Death, and Pandora. Let's make them switches and turn on a switch for each (so the Fate skill turns on the Fate switch, and so on and so forth). Make it activate in battle only. Now for the Common Event! CE: Skillset Trigger: Call Branch if Switch [XXXX: Fate] is ON Change Skills: (Add whatever skills you want here) Change Skills: (Remove all skills that aren't in this command) End Branch if Switch [XXXX: Death] is ON Change Skills: (Add all Death skills here) Change Skills: (Remove all skills that aren't in this command) End Rinse and repeat this for each individual command. You can further this by making skills only appear at certain levels, with certain equipment equipped, and so on and so forth. Finally, the Battle Event! You will need a battle event for EACH individual switch! Keep this in mind! We'll use the Fate command as the example here. Trigger: Switch [XXXX: Fate] ON Call Common Event: Skillset Switch Operatin: [XXXX-XXXX] OFF <---Make sure that these are the switches for the skills! And there you have it! =================================================================== XI. Limit Command (ala FFVIII style) First thing's first, we need to make a Limit command. Head on over to Battle Layout, make a new command and call it Limit, and well...make its Archetype "Link to Event". Next, the Common Event! CE: Limit Command Trigger: Call Branch if Switch [XXXX: Cloud Limit] is ON Change Battle Commands: Cloud All Remove <-- Add the commands in the order you want, having Limit replace Attack --> Else Handler Change Battle Commands: Cloud All Remove <-- Add the commands in the original order here --> End Rinse and repeat for each character! After this, we need to make a condition. Let's name it Limit, make its Action Restriction "No Action Allowed", and have a 100% chance to recover each turn. Got it? Good! The final part lies in the M. Groups tab. Head on over and let's make one for Cloud! Trigger: Switch [XXX: Cloud Limit] On; [Cloud] uses the [Limit] command Change Condition: Cloud Limit Inflict <---Add your Limit script here. You can add in messages with the Limit, show a picture, or whatever you want! The rest from this point on is up to you! --> Switch Operation: [XXX: Cloud Limit] OFF Call Common Event: Limit Command This block here is for the Limit ability itself. However, it will not come into play until you add this final Battle Event. Make sure this comes BEFORE the previous battle event! Trigger: Hero [Cloud]'s HP between [0-25]; [Cloud has taken [1x+1] turns Variable Operation: [XXX: Random] Set, Rnd [0-100] Branch if Var [XXX: Random] is 25 Less/Equal Switch Operation: [XXX: Limit] ON Call Common Event: Limit Command Else Handler Variable Oper: [XXX: Random] Set, Rnd [0-100] End Now each time Cloud takes a turn while with 25% or less HP, there's a 25% chance of the Limit Command appearing! You can customize this to suit your needs as you see fit. The only real downside to doing this system is that in order for this to work with each character, you WILL have to have at least 2 Battle Events dedicated just to that character alone, for making the Limit have a chance to appear, and for the script for the Limit command itself. =================================================================== XII. Crafting System This section will help with making a custom crafting shop. Keep in mind, this isn't going to make it pretty and does not involve CMS at all. You can consider this a start to your own custom Crafting system if anything! We'll need only 1 Common Event. The rest is all done in the map event for the shop! So let's get to that Common Event! All you need is to name it (let's name it Item Check), make its Trigger "Call", put a "Wait: 0.0 Sec" at either the start or end of the Common Event, and place a variable for each individual item/equipment that sets itself to the number of that item possessed. For instance, we do the following: Variable Oper: [0001: Potion] Set, Potion Possessed Simple as that! This isn't NECESSARY, as it won't be used in THIS example, but it may be useful for those that uses a different Crafting system. Now for the map event! You can set this for each possible character/instance, or you can have it all in one event. It all depends on your taste! Now let's do a custom coding for one set of items! Label: 1 Show Choices: Hi-Potion/Mega-Potion/X-Potion/Elixir (Execute Handler for Cancellation Behavior) [Hi-Potion] Handler Variable Oper: [XXX: Item 1] Set, Potion Message: Potion: \v[XXX: Item 1]/2 Message: Restores 500 HP. (This is optional if you want to tell what it does) Show Choices: Craft/Cancel [Craft] Handler Branch if Var [XXX: Item 1] is 2 or more Change Items: Potion 2 Remove Change Items: Hi-Potion 1 Add Play Sound: song Message: Received Hi-Potion! Jump to Label: 1 Else Handler Message: Not enough materials! Jump to Label: 1 End [Cancel] Handler Jump to Label: 1 Cancel Handler Show Choices: Previous Page/Next Page/Back/Cancel [Previous Page] Handler Jump to Label: X <---Make this number whatever the last page is of your event --> [Next Page] Handler Label: 2 <--- Always make this the next number up! Your next set of items go in here!--> [Back] Jump to Label: 1 <--- Returns to current page's main page --> [Cancel] Handler End Event Processing End This is only for the first item, the Hi-Potion! The Label is so that after you Cancel or make the item, it goes back to the main page in case you want to make more items. However, keep in mind that you can only have up to 4 entries at once in this manner. If you want to make multiple entries in one shop, you can make multiple pages! After making all 4 items, in the [Cancel Handler], set up your script for next, previous, and current page. Keep in mind, that the NEXT page of events MUST go in the [Next Page] Handler. It can get confusing, but as long as you keep track of what's where, you'll be ok! =================================================================== XIII. Party Graphic Changer System {Currently in progress of being worked on) =================================================================== XIV. Overworld Field Abilities {Currently in progress of being worked on) =================================================================== INDEX B S K I L L S A N D C O M M A N D S =================================================================== I. Gravity Spells For those who have always wanted to implement the Gravity series of spells into their game, well here's an easy way of doing so, for all 3 levels! There are two variations to this coding...one being for enemies, and one for allies. The first one we'll be diving into is for the enemy variety spells. First, make a skill (Gravity, Gravira, and Graviga for example). Make them turn on switches (HP 1/4, HP 1/2, HP 3/4). Next, give the skill to a monster, and have the skill turn on the appropriate switch (if you give a monster the Gravity spell, make sure it turns on the HP 1/4 switch!) Next, the coding for each spell. Let us start with Gravity. First, go to the Common Events tab, and create a new Common Event (let's name it Gravity). Have it as Parallel Process and be activated when the HP 1/4 switch is on. The coding then would go as follows: Branch if Cloud is in the Party Variable Operation [XXXX: Random] Set, Rnd [0-100] Branch if Var [XXXX: Random] is 74 Less/Equal Variable Operation: [XXXX: Cloud HP] Set, Cloud HP Variable Operation: [XXXX: Cloud HP] /, 4 Change HP: Cloud's HP V[XXXX: Cloud HP] Remove End End Seem complicated? Let's break it down some then! Variable Operation [XXXX: Random] Set, Rnd [0-100] *This line is meant to set a variable to act as an accuracy check. This works in conjunction with another line in this coding. Branch if Cloud is in the Party *This line ensures that it'll only work on this party member WHILE THEY ARE IN THE PARTY. If you do not have this line, then it can hit the party member even if they're not active in the battle. We don't want that now do we? Branch if Var [XXXX: Random] is 74 Less/Equal *This goes with the very first line of coding for accuracy. Variable Operation: [XXXX: Cloud HP] Set, Cloud HP Variable Operation: [XXXX: Cloud HP] /, 4 *The first line of coding sets a variable to be equal to your character's current HP value. The second line of coding reduces it by 1/4. Change HP: Cloud's HP V[XXXX: Cloud HP] Remove Lastly, this line of coding will remove HP equal to the amount in said variable. Simple as that! You'll need to repeat this for EVERY character in your game however, as there is no set way of making this hit single targets. For Gravira, just change the following: *Change the activation switch from HP 1/4 to HP 1/2. *Change the following line from: Variable Operation: [XXXX: Cloud HP] /, 4 to: Variable Operation: [XXXX: Cloud HP] /, 2 And you have your very own Gravira spell! Now, for the final part! Graviga, which is 3/4 HP. Now, since 2K3 doesn't let you use decimals, this becomes a bit trickier to do. First off, make sure to make a new Common Event, and have it activated through the HP 3/4 switch, and make it a Parallel Process as well. Let us take a look at the coding. Branch if Cloud is in the Party Variable Operation [XXXX: Random] Set, Rnd [0-100] Branch if Var [XXXX: Random] is 74 Less/Equal Variable Operation: [XXXX: Cloud HP Value] Set, Cloud HP Variable Operation: [XXXX: Cloud HP] Set, Cloud HP Variable Operation: [XXXX: Cloud HP] /, 4 Variable Operation: [XXXX: Cloud HP Value] -, Var [XXXX: Cloud HP]'s value Change HP: Cloud's HP V[XXXX: Cloud HP Value] Remove End End Note some differences here. The main differences are the addition of two new lines. Let's look at this! Variable Operation: [XXXX: Cloud HP Value] Set, Cloud HP *This sets up a secondary value that is equal to the character's current HP. Make note that this HAS to go before the actual algorithm of changing HP values. Otherwise, it will not work right! Variable Operation: [XXXX: Cloud HP Value] -, Var [XXXX: Cloud HP]'s value *This takes the character's current HP, and reduces it by the difference between their current HP, and their current HP/4 (which, would be 1/4 of their current HP). This right here makes it so that you take full HP and reduce it by 1/4, giving your 3/4 value. Change HP: Cloud's HP V[XXXX: Cloud HP Value] Remove *Finally, we take the HP value of the new variable and remove that much HP from the character. You may or may not want to check HP Reduction Can Kill Target. Up to you on that, though Gravity spells generally never kill so...! And there's the coding behind it all! Now let's get to the last bit. In the Monster Groups tab, set up a new page for EACH event (so a page for HP 1/4, a page for HP 1/2, and a page for HP 1/4) for monsters that will use said skills, and in the Event Page, call the appropriate Common Event for that switch, and turn off the switch afterwards in the same page. Voila! There's your Gravity spells in a nutshell! Now, let us dive into ally-variety Gravity spells! This works a bit differently here now. First, let us set up a skill (name it whatever, but for this example, we'll go with Gravity/Gravira/Graviga again). Make it turn on a switch (make it a different switch than from the enemy variation spells. Let's name it Gravity, Gravira, and Graviga). Make SURE it can only be used in battle! Now, this is where it varies. Go to the Monster Groups tab, and set up a new page. We'll start with Gravity. Trigger: Switch [XXXX: Gravity] ON In the coding area below... Variable Operation: [XXXX: Enemy HP 1 Set, 1: XXXX HP Show Battle Animation: Gravity, All Enemies (Wait) Variable Operation: [XXXX: Random] Set, Rnd [0-100] Branch if Var [XXXX: Random] is 69 Less/Equal Branch if Var [XXXX: Enemy HP 1] is 19998 Greater Change Monster HP: 1: XXXX HP 9999 Remove Switch Operation: [XXXX: Gravity] OFF Else Handler Change Monster HP: 1: XXXX HP 25% Remove Switch Operation: [XXXX: Gravity] OFF End Switch Operation: [XXXX: Gravity] OFF End Switch Operation: [XXXX: Gravity] OFF Now to break this down! Variable Operation: [XXXX: Enemy HP 1 Set, 1: XXXX HP *Sets up a variable with the enemy's current HP value. Note you'll have to do this for EACH enemy! Show Battle Animation: Gravity, All Enemies (Wait) *Shows the battle animation, and makes all actions stop until its completed. Used to not have the damage show until after the animation is completed. Variable Operation: [XXXX: Random] Set, Rnd [0-100] Branch if Var [XXXX: Random] is 69 Less/Equal *First line of coding is used to set up a random number. Second line of coding is uses the result of the first line for the accuracy of the skill. Branch if Var [XXXX: Enemy HP 1] is 19998 Greater Change Monster HP: 1: XXXX HP 9999 Remove Switch Operation: [XXXX: Gravity] OFF Else Handler Change Monster HP: 1: XXXX HP 25% Remove Switch Operation: [XXXX: Gravity] OFF *This checks to see if the enemy's HP is higher than 19998 HP, and if it is, reduces it by a fixed 9999 damage instead. If it is less than 19998, then it reduces HP by 25%. After checking for either of these, the switch for the skill is turned off. Note that this will have to be repeated for EACH enemy as well! For Gravira, just replace 25% with 50%, and for Graviga, replace 25% with 75%. Easy as that! Make sure to have all three on different pages, and be triggered by their respective switches! You'll probably want at least one variable for each enemy so that they don't all get hit at the same time or avoid the spell at the same time! =================================================================== II. Sacrifice Skill For those interested in having an ability that kills off a party member to restore other party members, here you go! First, let's make a skill. Let us call it Sacrifice, and make it a Switch. Have it turn on a switch (let's name it Sacrifice) and be activated ONLY during battles! Next, let us go to the Common Events tab. Create a new Common Event (let's name it....oh....Full-Revive or Sacrifice...something that'll work in remembering it). Next, make the trigger for it a Call. Now for the coding! Change HP: Zidane HP V[Hero HP] Remove Branch if Cloud Death Condition Branch if Cloud in the Party Change Cond: Cloud Death Remove Change HP: Cloud HP 9999 Recovered End End For [Hero HP], set it to the user's current HP and check the HP Reduction option. Also make sure it decreases the HP! Next, go to Monster Groups tab, and make a new page. Make it activated by whatever switch (for this example, let's call the switch Sacrifice). Now for the coding Play Sound: holy9 (play whatever sound you want. Don't need this if you have an animation though) Variable Operation: [XXXX: Hero HP] Set, Zidane HP Show Battle Animation: Sacrifice, Entire Party (Wait) Call Common Event: Sacrifice Switch Operation: [XXXX: Sacrifice Off] And there you go! That's all there is to it~ =================================================================== III. Heartless Angel Wanna reduce everyone's HP to 1 like a jerk? Then here's a section for you! First, let us make a new skill. Let us call it Heartless Angel for consistency sake, and make it a Switch. Have it usable in battles only, and turn on a switch (let's name it HP 1). Next, let us go to the Common Events tab! Name it Heartless Angel, and make the trigger Call. In the coding, let us do the following: Branch if Cloud in the Party Variable Operation: [XXXX: Cloud HP] Set, Cloud HP Variable Operation: [XXX: Cloud HP] -, 1 Change HP, Cloud's HP V[Cloud's HP] Remove End In the Monster Groups tab, set up a new page and have the switch be for the skill that uses this event. In the Event box, show the battle animation for the move, call the Common event, and then turn off the switch. Simple as that! For another unique healing move, let's go with this. Name another common event say....Esuanga. Have the trigger set to Call, and put in the following: Branch if Adol Level is 20 or more Change Cond: Entire Pary Poison Remove End Branch if Adol Level is 25 or more Change Cond: Entire Party Poison Remove Change Cond: Entire Party Blind Remove Change Cond: Entire Party Silence Remove End And in the Monsters Groups tag, simply do the same thing as for the previous ability listed above. Just remember to change the switches and common event to point to this Common Event! ATTACKING Here's where the fun begins! For these, make sure to have an ability turn on the corresponding switches for each of these! Let us begin with a simple one. EXP damage! Make a new page in Monster Groups, have the trigger be the corresponding skill switch, and in the Event box, type in the following: Show Battle Animation: EXP Attack, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Marth EXP] Set, Marth Experience Var. Oper: [XXXX: Marth EXP] /, 500 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Marth EXP] Remove Switch Operation: [XXXX: EXP Attack] OFF Else Handler Switch Operation: [XXXX: EXP Attack] OFF End This essentially will do fixed damage to all enemies based on Marth's EXP divided by 500. The more EXP he has, the more fixed damage it'll do! Simple as that! The following can all be altered from the above coding to suit any needs. CHOCOBUCKLE Show Battle Animation: Chocobuckle, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Escape Value] Set, No. Escapes Var. Oper: [XXXX: Escape Value] /, 3 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Escape Value] Remove Switch Operation: [XXXX: Chocobuckle] OFF Else Handler Switch Operation: [XXXX: Chocobuckle] OFF End BATTLE Show Battle Animation: Battle Attack, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Battle Value] Set, No. Battles Var. Oper: [XXXX: Battle Value] /, 3 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Battle Value] Remove Switch Operation: [XXXX: Battle Attack] OFF Else Handler Switch Operation: [XXXX: Battle Attack] OFF End ENEMY ATTACK For the following, you'll have to repeat certain coding for every enemy. This is mainly with values dealing with enemy statistics. Show Battle Animation: Power Strike, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Enemy ATK 1] Set, [Insert enemy] Attack Var. Oper: [XXXX: Enemy ATK 1] *, 5 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Enemy ATK 1] Remove Switch Operation: [XXXX: Power Strike] OFF Else Handler Switch Operation: [XXXX: Power Strike] OFF End DEFENSE STRIKE Show Battle Animation: Defense Strike, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert enemy] Attack Var. Oper: [XXXX: Enemy DEF 1] *, 5 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Enemy DEF 1] Remove Switch Operation: [XXXX: Defense Strike] OFF Else Handler Switch Operation: [XXXX: Defense Strike] OFF End SPECIAL FORMULA 1 Show Battle Animation: Phantasmal Emperor, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Ramza ATK] Set, Ramza Attack Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect Var. Oper: [XXXX: Phantasmal Emperor] Set, Var [Ramza Attack] Value Var. Oper: [XXXX: Phantasmal Emperor] +, Var [Ramza INT] Value Var. Oper: [XXXX: Phantasmal Emperor] *, 3 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Phantasmal Emperor] Remove Switch Operation: [XXXX: Phantasmal Emperor] OFF Else Handler Switch Operation: [XXXX: Phantasmal Emperor] OFF End SPECIAL FORMULA 2 Show Battle Animation: Mega Ultima, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert Enemy's Defense] Var. Oper: [XXXX: Mega Ultima] Set, Var [Ramza Intellect] Value Var. Oper: [XXXX: Mega Ultima] +, Var [Enemy DEF 1] Value Var. Oper: [XXXX: Mega Ultima] *, 5 Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Phantasmal Emperor] Remove Switch Operation: [XXXX: Mega Ultima] OFF Else Handler Switch Operation: [XXXX: Mega Ultima] OFF End *For this particular formula, you may need up to 8 different variables for Mega Ultima to hold for each specific enemy value. SPECIAL FORMULA 3 Show Battle Animation: Stat Break, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Ramza ATK] Set, Ramza Attack Var. Oper: [XXXX: Ramza DEF] Set, Ramza Defense Var. Oper: [XXXX: Ramza INT] Set, Ramza Intellect Var. Oper: [XXXX: Ramza SPD] Set, Ramza Agility Var. Oper: [XXXX: Stat Break] Set, Var [Ramza ATK] Value Var. Oper: [XXXX: Stat Break] +, Var [Ramza DEF] Value Var. Oper: [XXXX: Stat Break] +, Var [Ramza INT] Value Var. Oper: [XXXX: Stat Break] +, Var [Ramza SPD] Value Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[Stat Break] Remove Switch Operation: [XXXX: Stat Break] OFF Else Handler Switch Operation: [XXXX: Stat Break] OFF End SPECIAL FORMULA 4 Show Battle Animation: All Break, All Enemies (Wait) Var. Oper: [XXXX: Random] Set, Rnd [0-100] Var. Oper: [XXXX: Enemy ATK 1] Set, [Insert name] Attack Var. Oper: [XXXX: Enemy DEF 1] Set, [Insert name] Defense Var. Oper: [XXXX: Enemy INT 1] Set, [Insert name] Intellect Var. Oper: [XXXX: Enemy SPD 1] Set, [Insert name] Agility Var. Oper: [XXXX: All Break] Set, Var [Enemy ATK 1] Value Var. Oper: [XXXX: All Break] +, Var [Enemy DEF 1] Value Var. Oper: [XXXX: All Break] +, Var [Enemy INT 1] Value Var. Oper: [XXXX: All Break] +, Var [Enemy SPD 1] Value Branch if Var [XXXX: Random] is 79 Less/Equal Change Monster HP: 1:Hornet's HP V[All Break] Remove Switch Operation: [XXXX: All Break] OFF Else Handler Switch Operation: [XXXX: All Break] OFF End =================================================================== V. Various Blue Magics Take note that each of these require a Skill to be a Switch and turn on the appropriate switch. All coding is done either in Common Events or in Monster Groups. WHITE WIND In Monster Groups Tab, make a new page and have the trigger be the skill switch (for this, name the Switch White Wind). In the Event Box, type in the following: Var. Oper: [XXXX: White Wind] Set, Lenna HP Show Battle Animation: White Wind, Entire Party (Wait) Change HP: Entire Party's HP V[White Wind] Recovered Switch Operation: [XXXX: White Wind] OFF SELF-DESTRUCT In Monster Groups Tab, make a new page and have the trigger be the skill switch (for this, name the switch Self-Destruct). In the Event Box, type in the following: Var. Operation: [XXXX: Self-Destruct] Set, Leo HP Show Battle Animation: Self-Destruct, All Enemies (Wait) Change Monster HP: [Insert monster]'s HP V[Self-Destruct] Remove Change HP: Leo's HP V[Self-Destruct] Remove Change Party Members: Leo Remove Var. Operation: [XXXX: Leo Return] Set, 1 Switch Operation: [XXXX: Self-Destruct] OFF Make sure to set an event that is a Parallel Process on your maps that re-adds the user back to the party and sets [XXXX: Leo Return] back to 0! BALANCE In the Monster Groups tab, make a new page and have the trigger be the skill switch (for this, name it Balance). In the Event Box, type in the following: Show Battle Animation: Balance, All Enemies (Wait) Var. Oper: [XXXX: HP Value 1] Set, Link Max HP Var. Oper: [XXXX: HP Value 1] -, Link HP Change Monster HP: [Insert monster]'s HP V[HP Value 1] Remove Switch Operation: [XXXX: Balance] OFF FROG DROP This can be changed in many, many ways. Below is just an example! First, make a Common Event. Name it whatever (we'll name it Dolls of War here) and make the trigger Call. In the Event Box, have the following: Branch if Doll Possessed Var. Oper: [XXXX: 100 Damage] Set, 100 Var. Oper: [XXXX: 100 Damage] *, Var [Doll]'s Value Else Handler Var. Oper: [XXXX: 100 Damage] Set, 100 End This formula allows you to set damage to a specific amount, and increase it by an amount held in a variable. In this instance, the damage will be multipled by however many Dolls the player holds. So if the player has 50 dolls, the damage dealt would be 5000 fixed. LIMIT GLOVE In Monster Group tab, make a new page and have the trigger be the skill switch (for this, name it Limit Glove). In the Event Box, type in the following: Show Battle Animation: Limit Glove, All Enemies (Wait) Var. Oper: [XXXX: Quina HP] Set, Quina HP Branch if Var [XXXX: Quina HP] is 10 Less/Equal Change Monster HP: [Insert monster]'s HP 9999 Remove Switch Operation: [XXXX: Limit Glove] OFFF Else Handler Change Monster HP: [Insert monster]'s HP 1 Remove Switch Operation: [XXXX: Limit Glove] OFF End Switch Operation: [XXXX: Limit Glove] OFF =================================================================== VI. Gil Toss Command 1) First, make a new Battle Command and name it Gil Toss for simplicity's sake 2) Throw this into Common Events and name the common event Gil Toss: Variable Oper: [variable z] Set, Money //sets variable z to your money Input Number: 7 Digit, [variable x] //stores $ in variable x Branch if Var [variable x] is V[variable z] Greater //if your money is less than the chosen input value.... Variable Oper: [variable x] Set, Money //set the input value to your money^ End Branch if Money is 0 Less/Equal Variable Oper: [variable Y] Set, 0 Variable Oper: [variable X] Set, 0 //sets variables to 0 so damage done is 0 if player has no money left Else Change Money: V[variable x] Remove //removes money based on your input value Variable Oper: [variable x] / , 100 //divides variable x by 100 Variable Oper: [variable y] Set , Character x Level //set's the character's level to variable y Variable Oper: [variable x] + , Var [variable y]'s Value //adds variable y to x 3) Then throw this into each monster group page: Trigger: [Cloud] uses [Gil Toss] command Call Common Event: Gil Toss Branch if 1: Monster1 Targeted //checks which mob your targeting with the skill Change Cond: Character x Inflict x //will change the animation used by the character for the moment Show Battle Animation: x, Monster1 //shows the animation hitting the mob -throws coin- Wait: 0.1 Sec //waits.. Change monster HP: 1:Monster1's HP V[variable x] Remove //does damage based on variable x Change Cond: Character x Remove x //changes the animation back to normal End So for instance, say you choose 500 Gil, and Cloud's Level is 16, the total damage done is 21. Doesn't seem much, but hey, can always change if you need to. And to prevent the ability from doing damage when you have no money (which was the problem I was having originally with the code), changing the variables as per the second If block will make it do as such. =================================================================== VII. Chakra 1) Make a battle command named Chakra, and make it an Event command. 2) Set the following in a Common Event, and set Common Event to Call. Variable Oper: [variable x] Set, Char1 Max HP Variable Oper: [variable y] Set, Party Size Variable Oper: [variable x] / , Var [variable y]'s Value Variable Oper: [variable x] - , 1 Change HP: Entire Party's HP V[variable x] Recovered 3) Set the following in M.Groups tabs. Set the trigger condition to if the character uses the specified command ability above. Change Cond: Character x Inflict x //will change the animation used by the character for the moment Show Battle Animation: x, Entire party //shows the animation for healing i guess? Wait: 0.1 Sec //waits.. Change Cond: Character x Remove x //changes the animation back to normal =================================================================== VIII. Incrimental Skills This section is about setting up skills that are based on specific values, such as the number of items the player has or other such variables. In a way, this is very similar to how the Arithemtician skills work. All of these will be done in Common Events. INCRIMENTAL DAMAGE VIA ITEMS Let us start with an easy one. First, make a skill called Dolls of War (as an example) and make it a switch. Make it only usable in battle and turn on a switch [XXXX: Dolls of War]. Next, the common event! Set it up as follows: Common Event: Dolls of War Trigger: Call Branch if Doll Possessed Varaible Oper: [XXXX: 100 Damage] Set 100 Variable Oper: [XXXX: 100 Damage] *, Var [XXXX]'s Value <---This value should be the value of Dolls for this example Else Handler Variable Oper: [XXXX: 100 Damage] Set, 100 End This sets up the damage for the skill. If no Dolls have been obtained, the skill will do a measly 100 damage. But for each Doll, the player has collected, it will multiply the damage by the amount of dolls collected. The last thing left to do here is to set up a Battle Event in the Monster Groups tab. Create a new battle event page and do the following: Trigger: Switch [XXXX: Dolls of War] ON Variable Oper: [XXXX: Random 1] Set, Rnd [0-100] Show Battle Animation: Dolls of War, All Enemies (Wait) Call Common Event: Dolls of War Branch if Var [XXXX: Random 1] is 74 Less/Equal Change Monster HP: Hairball's HP V[XXXX: 100 Damage] Remove Switch Operation: [XXXX: Dolls of War] OFF End Switch Operation: [XXXX: Dolls of War] OFF Again, having multiple variables for each enemy will make it so that the skill doesn't hit or miss every enemy at the same time! INCRIMENTAL DAMAGE VIA ABILITIES Let us make a new skill. Let's name it Terrible Souvenir, make it a Switch, and have it turn on the switch "Terrible Souvenir". Next, the Common Event! CE: Terrible Souvenir Trigger: Call Variable Operation: [XXXX: Terribe Souvenir] Set, 0 Variable Operation: [XXXX: TS Damage] Set, 100 Branch if Koishi Flare Breath Skill Usable Variable Operation: [XXXX: Terrible Souvenir] +, 1 End <---Repeat for each skill you want to add to the formula --> Adjust the formula as you see fit for damage! Next, the Battle Event! Trigger: Switch [XXXX: Terrible Souvenir] ON Show Battle Animation: Terrible Souvenir, All Enemies (Wait) Variable Operation: [XXXX: Random 1] Set, Rnd [0-100] <--Have multiple Random variables for each enemy Call Common Event: Terrible Souvenir Variable Oper: [XXXX: TS Damage] *, Var [XXXX: Terrible Souvenir]'s Value Branch if Var [XXXX: Random 1] is 79 Less/Equal Change Monster HP: 1: Test 0's HP V[XXXX: TS Damage] Remove Switch Operation: [XXXX: Terrible Souvenir] OFF End Switch Operation: [XXXX: Terrible Souvenir] OFF =================================================================== IX. "Level" Spells Ever wanted to have those spells based on the Level of your party members or enemies, such as the infamous "Level 5 Death" spell? Well, you're in the right place! First, let us make the skill....we'll start with Level 5 Death. Name it well...Level 5 Death! Make it a switch skill, and only happen in battle. Name the switch "Level 5 Death" for simplicity's sake. Now, let us go to the Monster tab, and give the skill to the monster. Have the skill turn on the Level 5 Death switch. Onto the Common Events, this is the biggest part! Set it up as follows: CE: Level 5 Death Trigger: Call Variable Oper: [XXXX: Firion Lv] Set, Firion Level Variable Oper: [XXXX: Firion Lv] Mod, 5 Branch if Firion in the Party Branch if Firion Safety Bit Equipped Else Handler Branch if Var [XXXX: Firion Lv] is 0 Change Cond: Firion Death Inflict End End End The Modulus function acts as a loop function. In this example, once the number hits 5, it will loop back to 0, and will not hit 5 again until the next level. So, once it hits 10, it will loop until 15, and so on and so forth. This can also be done with various other spells and effects. The If statement that includes the Safety Bit is a check to see if the user is equipped with any instant death protection. Since inflicting a condition through the Change Condition tab bypasses anything the user has equipped, you'll need this if you want to balance the skills out. You can so far as go to include % chances of Death hitting depending on the equipment (or even statuses!) the user has on. For all abilities that uses this formula, you'll NEED to have the final If statement be equal to 0 in order to have anything happen. The last part is Battle Events. Head on over to Monster Groups and input the following: Switch: [XXXX: Level 5 Death [ON] Show Battle Animation: Level 5 Death, Entire Party (Wait) Call Common Event: Level 5 Death Switch Operation: [XXXX: Level 5 Death] OFF And that's it! You can even set it to be Blue Magic, if done correctly. Note that to make this work for enemies, you'll have to hardcode your own custom "Levels" for them, since the Monsters don't have Levels in 2K3 for whatever bizarre reason. =================================================================== X: Steal Command Of course everyone wants a Steal command! Pay attention, because I shouldn't have to explain anything by this point, and won't either! First, make a Steal command in the Battle Layout tab. Make it Attack subtype. Got it? Done! Now, let us make a new status to make sure that your Thief won't damage the target (you can make a duplicate of the command and turn it into a Mug command if you want, though that will require you to make another, duplicate Battle Event page, so keep this in mind!). Let's name the status Steal, and have No Action Allowed and 100% chance to recover each turn set! This will keep your Thief from attacking while having the status wear off the very next turn. Finally, there is no Common Events involved in this, so we skip straight to the Monster Groups tab! You're going to need at least 8 different switches for each monster. Name them Steal 1, Steal 2, etc. up to Steal 8. Trigger: [Locke] uses the [Steal] command Change Cond: Locke Steal Inflict Variable Oper: [XXXX: Random] Set, Rnd [1-100] Branch if 1: Test 0 Targetted Branch if Switch [XXXX: Steal 1] is ON Message: Nothing to steal! Else Handler Branch if Var [XXXX: Random] is 49 Less/Equal Message: Stole Hi-Potion! Change Items: Hi-Potion 1 Add Switch Operation: [XXXX: Steal 1] ON Else Handler Message: Couldn't steal! End End End You'll need to repeat each Branch for each enemy separately. Make SURE that the branches aren't linked with another enemy's Branch! One final thing, you'll want a way to have your Steal switches turned off so that you can steal in other battles. If you want, you can set a Parallel Process on each map to turn these switches off (easiest way) OR you can add one battle event to each battle event page to turn the Steal switches (this includes the Steal 1-8 switches). Make sure that you set the trigger to Turns Elapsed [0] to have it turn them off at the start of the battle. Still easier to have them in a parallel process (and saves a battle event page too!). =================================================================== XI. Morph Command (Needs revised) This section will help in creating a Morph command, similar to that of Final Fantasy VI. All of the coding will be done in the Monster Groups tab. However, first you need to make a new command (name it Morph) in the Battle Layout tab, and set its Archetype to Attack. Next, make a condition (you can use the aforementioned Steal status for this if you want to save space). Now for the Battle Event! Trigger: [Kamek] uses the [Morph] command Change Cond: Kamek Steal Inflict Variable Oper: [XXX: Enemy HP 1] Set, 1: Luigi HP Branch if Var: [XXX: Enemy HP 1] is 10 Less Show Battle Animation: Morph, 1: Luigi (Wait) Change Monster HP: 1: Luigi's HP 9999 Remove Change Items: Egg 1 Add Message: Received Egg! Switch Operation: [XXX: Morph] OFF Switch Operation: [XXX: Morph Page 2] ON End Branch if Var [XXX: Enemy HP 1] is 10 Greater Message: The enemy is not weak enough! Switch Operation: [XXX: Morph] OFF Switch Operation: [XXX: Morph Page 2] ON End If you don't want to go with a static HP, you can set up a formula to check for the enemy's HP against whatever percent you want (for instance, you can have the ability work if the monster is at 10% or less HP). You will want to make another Battle Event for the Morph Page 2 switch (just have the Trigger be that switch) and nothing on it. (NOTE: This needs revamped, so be careful if you follow it exactly. You'll need to revise it on your own from here on out! It is probably best to follow the way the Steal command is coded and modify it to fit with this!) =================================================================== XII. Scan Command First off, as per usual, make a command in Battle Layout. Name it whatever (for this example, we'll call it Scan), and make its Archetype Attack. You can make a new status if want, or reuse the Steal status from above. Up to you. Next, go to Battle Events and put in the following: Trigger: [Serah] uses the [Scan] command Change Cond: Serah Steal Inflict Branch if 1: Pizza Targetted Show Battle Animation: Scan, 1: Pizza (Wait) Variable Oper: [XXX: Scan 1] Set, 1: Pizza HP Variable Oper: [XXX: Scan 2] Set, 1: Pizza Max HP Variable Oper: [XXX: Scan 3] Set, 1: Pizza MP Variable Oper: [XXX: Scan 4] Set, 1: Pizza Max MP Message: Pizza HP: \v[Scan 1]/\v[Scan 2] MP \v[Scan 3]/\v[Scan 4] End This can be customized however you want. You can include elemental/status weakness or resistances, Steal information, Morph information, monster information, whatever you want! Note that if you want to display more stats, you'll need to have more variables for each individual stat. =================================================================== XIII. Flee Command If you do not want to use the default Escape command, or just want to mimic the 100% success rate of fleeing ability, then this is for you! First, make a new battle command in Battle Layout. Name it Escape or whatever, and change its Archetype to "Link to Event". Next, the battle event! Trigger: [Megaman] uses the [Escape] command Show Battle Animation: Escape, Entire Party (Wait) <--- Depends if you want to show a different animation Force Flee: Entire Party This is simple enough to make. However, this can be FURTHER customized if used with other systems, like say a custom EXP system where you can set variables for making EXP and money gained 0, and have a random chance to escape, and so much more. It's all up to your imagination and coding powers! =================================================================== XIV. Pray Command (Based on Earthbound) Note that my way of doing this involves some Common Events and other things, and needs revamped. However, I will give to you my version and let you work from there! So for anyone who's played Earthbound or seen it, they would know of Paula and her Pray command, which can inflict a random...well... anything at anytime to either all enemies or all allies, whether it be good or bad! This emulates that! First, let's make the Pray command and set its Archetype to Link to Event. Got that? Good! Now we just go to the Battle Events in Monster Groups! Trigger: [Paula] uses the [Pray] command. Show Battle Animation: Pray, All Enemies (Wait) <--- Up to you on this one! Variable Oper: [XXX: Random] Set, Rnd [0-70] Branch if Var: [XXX: Random] is 10 Less/Equal Call Common Event: Pray <---This is one of my Common Events, which restores the entire party's HP by 10% of their Max HP. End Branch if Var [XXX: Random] is 11 or more Branch if Var [XXX: Random is 20 Less/Equal Call Common Event: Miracle (MP) <---Another one of my Common Events, which restores the party's MP by 10% of their Max MP. End End Branch if Var [XXX: Random] is 21 or more Branch if Var [XXX: Random] is 30 Less/Equal Change Cond: Entire Party Regen Inflict Change Cond: Entire Party Protect Inflict Change Cond: Entire Party MP Regen Inflict End End Branch if Var [XXX: Random] is 31 or more Branch if Var [XXX: Random] is 40 Less/Equal Change Monster Condition: 1: Gygas Death Remove End End Branch if Var [XXX: Random] is 41 or more Branch if Var [XXX: Random] is 44 Less/Equal Change HP: Entire Party's HP 9999 Recovered Change MP: Entire Party's MP 999 Recovered End End Branch if Var [XXX: Random] is 45 or more Branch if Var [XXX: Random] is 54 Less/Equal Change Monster HP: 1: Gygas HP 10% Recovered End End Branch if Var [XXX: Random] is 55 or more Branch if Var [XXX: Random] is 60 Less/Equal Variable Oper: [XXX: Random 2] Set, Rnd [1-10000] Message: The party was showered with \v[Random 2] money! Change Money: V[Random 2] Add End End Branch if Var [XXX: Random] is 61 or more Branch if Var [XXX: Random] is 70 Less/Equal Change Cond: Entire Party Poison Inflict Change Cond: Entire Party Blind Inflict Change Cond: Entire Party Silence Inflict End End Variable Oper: [XXX: Random] Set, Rnd [0-70] Notice how much this can be customized! You can set it so that either party gains benefit from it, or is hurt by it, as well as various other things. In a way, you can even modify this to work like a Slot machine! It's even possible to set this so that you either instantly win battles or Game Over, much like Cait Sith's Limit Break! The possibilities are endless! =================================================================== XV. Call Shop Command Just like in FFVIII, you can make your OWN command that allows you to have a shop anywhere you want! To spice things up, we'll even make it so that the wares vary depending on the user's level! So first, let us make a SKILL named Call Shop, and set it to Switch. Make SURE it's set to just Field...we wouldn't want to just randomly buy items in the middle of battle! After this, we just need to make one Common Event! Common Event: Call Shop Trigger: Auto Start Trigger Switch: Call Shop Variable Oper: [XXX: Kyo Lv] Set, Kyo Level Branch if Switch [XXX: PHS 2] is ON <--- This checks to see if you're on the World Map or on a save point, to prevent using it anywhere. Branch if Var [XXX: Kyo Lv] is 15 Less Open Shop: Potion, Ether, Antidote, Eye Drops, Echo Note Jump to Label: 3 Else Handler Branch if Var [XXX: Kyo Lv] is 15 or more Branch if Var [XXX: Kyo Lv] is 20 Less/Equal Open Shop: Potion, Ether, Antidote, Eye Drops, Echo Note, Bravace, Anti-Mixup, Alarm Clock Jump to Label: 3 End End End Jump to Label: 3 End Play Sound: failure2 Message: You cannot use this here Label: 3 Switch Operation: [XXX: Call Shop] OFF You can customize this per level, or if you want, you can have it select different shops depending on choices. All up to your imagination! =================================================================== XVI. Weapon Bless Abilities (Currently in progress) =================================================================== INDEX C I T E M S A N D E Q U I P M E N T =================================================================== I. Tent This is to create a Tent item, which acts just like....well....a Tent in the Final Fantasy games. It's a rather simple process to deal with actually, but here's the coding (which will be complimented by screenshots possibly: 1) First, go to Common Events (for the sake of simplicity, name the event Tent1 2) Create 2 switches, and name them Tent1 & Tent2. Create 1 variable and name if Save Point. In the Common Events, set the Trigger to Auto Start, and the switch trigger set to Tent1. In the Event code, type in the following: Variable Oper: [XXX: Save Point] Set, Hero Map ID Wait: 0.3 sec If Switch [XXX: Tent2] is ON Show Inn Price: 0 Switch: [XXX: Tent2 OFF] Jump to Label: 2 End Change Items: Tent 1 Add Play Sound: Failure2 (up to you here what you want to play if anything) Message: You cannot use a Tent here Label: 2 Switch [XXX: Tent1] OFF The Variable makes it so that it returns the player to the exact spot that they used the Tent, so that they don't wind up elsewhere. The Label makes it so that if the Tent can be used, it'll skip the 2nd portion (thus avoiding the problem of getting a free Tent for nothing). Now that we have THAT taken care of, the next step is to go into your Items tab and create a Tent item (of course). Set this item to be a Switch, and have it turn on Tent1. Make it usable only on the Field (we don't want it to be used in battle now do we?). Make sure to set it to One Use. Next, we need to make it so that it's used on the World Map. On the world map. anywhere, make an event and set it as follows in the Event section (it is best to set it to a section that won't automatically trigger an event that may happen on the world map): Preconditions: Switch: [XXX] (whatever you want it to be, as long as it's not a switch that activates any events on the world map accidentally. Make a new switch that only activates this if you must) Trigger: Parallel Process Event Layer: Below Hero In the Event tab: Switch Operation: [XXX: Tent2] ON This will make it so that the Tent can be used like a normal Tent on the World Map. Note that to disable this for dungeons and non-save points, you'll have to add a "Switch Operation [XXX: Tent2] Off" at the start of the event tab before entering the dungeon, and turn it back on whenever leaving the dungeon. For Save Points, set the "Switch Operation: [XXX: Tent2] On" in the Event tab, and in each area around the Save Point (that the character could step on if they were to step off the save point) make a blank event and set it as follows: Preconditions Trigger Condition: Touched by Hero Layer: Below Hero Event tab: Switch Operation [XXX: Tent2] OFF Hopefully that clears it up! If you need any further clarification, just ask ^^;; =================================================================== II. "Moogle Charm" accessory For those that would like to have an accessory that eliminates all random encounters while equipped, this is for you! First, make an accessory (name it whatever). Next, go to Common Events and make it a Parallel Process. In the Events tab, put in the following: If [Insert party member] "Moogle Charm" Equipped Encounter Rate: 0 Else Encounter Rate: (whatever you have it set as normally for your game) End You'll have to repeat this for each party member that can equip it as well. Simple as that ^^ =================================================================== III. HP/MP+% Accessories Make a Common Event and make it a Parallel Process (no Trigger Switch needed). Input the following code in the Event Commands box. The following code is for HP +10%. In order to make percentile accessories, multiply Maximum HP by whatever amount (for 10%, multiply by 10), and then divide the same amount by 100. Wait: 0.1 Sec Branch if Mario Onyx Ring Equipped Branch if Var [0487: Var. Mario Access] is 0 Variable Oper: [0420: Mario Max HP] Set, Mario Max HP Variable Oper: [0420: Mario Max HP]*, 10 Variable Oper: [0420: Mario Max HP]/, 100 Change Statistics: Mario Max HP V[0420] Up Variable Oper: [0487: Var. Mario Acess] Set, 1 End Else Handler Branch if Var [0487: Var. Mario Access] is 1 Variable Oper: [0487: Var. Mario Access] Set, 0 Change Statistics: Mario Max HP V[0420] Down End End Note: In order for this to work successfully for each character, you'll either need to turn on a switch for each character that equips the accessory, or for an easier way, just give each character a variable of their own. By going the variable route, the same variable can be applied to any accessories (note that for other equipment, multiple variables for the same character would be required). =================================================================== IV. Money Ring Make a Common event and make it a Parallel Process (no Trigger Switch needed). Next, input the following into the Event Commands box. Branch if Link Coin Ring Equipped Branch if Var [0712: Moving X] is V[0714] Not Variable Oper: [0712: Moving X] Set, Hero X Coord. Variable Oper: [0714: Moving X Change] Set, Hero X Coord. Change Money: 1 Add End Branch if Var [0713: Moving Y] is V[0715] Not Variable Oper: [0713: Moving Y] Set, Hero Y Coord. Variable Oper: [0714: Moving Y Change] Set, Hero Y Coord. Change Money: 1 Add End Else Handler End This event makes it so that each step you take earns you the amount of money listed here. =================================================================== V. Reverse Doll/Auto-Life Accessory This section will show how to make an accessory that automatically revives a KO'd character. Note that due to how RPG Maker 2k3 works, this doesn't work if all characters are KO'd at the same time, or if the very last living character in your party member is KO'd. First, make a new accessory. Let's name it Reverse Doll. For this, I will not give it any stats, but that's up to you. Next, we go into the Battle Events. It is possible to do this in Common Events, however due to how Common Events work compared to Battle Events, it will not automatically activate upon death and will instead have to be checked on the turn AFTER death. Unless you want to save Battle Event pages, then you should do this in Battle Events for maximum usage. Now with the Battle Event pages, you'll need at least ONE page for EVERY character that can equip said accessory. You'll also need a switch for each character as well (not needed if done in Common Events). Trigger: [Mitsurugi]'s HP between [0] Branch if Switch [XXX: Mitsurugi Doll] is ON Message: The Reverse Doll gave its life to Mitsurugi! Change Cond: Mitsurugi Death Remove Full Heal: Mitsurugi Change Equipment: Mitsurugi Accessory Unequip Change Items: Reverse Doll 1 Remove Switch Operation: [XXX: Mitsurugi Doll] OFF End And that's it! You can even set a % chance for the accessory to break, or even customize how much HP the doll revives the user at and even the chance of the doll even activating! Common Events lets you do all of this without wasting a valuable Switch slot (if you're running low on switches), and you can even use a variable to achieve the same thing (said variable is used in the next few sections, and is also used in the HP/MP+% Accessories section). =================================================================== VI. Stat % Equipment This section will show how to handle increasing stats by a percentage using equipment. First, let's make something to equip! For this example, we'll make a weapon and call it Magic Wand. Give it whatever you want. Next, let's make a Common Event! We'll dump all of our Stat % coding in here for each equipment. Common Event: Weapon Stat Bonuses Trigger: Parallel Process Wait: 0.1 Sec Branch if Marisa Magic Wand Equipped Branch if Var [XXX: Var Marisa Weap] is 0 Variable Oper: [XXX: Marisa INT] Set, Marisa Intellect Variable Oper: [XXX: Marisa INT] *, 5 Variable Oper: [XXX: Marisa INT] /, 100 Change Statistics: Marisa Intellect V[Marisa INT] Up Variable Oper: [XXX: Var Marisa Weap] Set, 2 Else Handler Branch if Var [XXX: Var Marisa Weap] is 2 Variable Oper: [XXX: Var Marisa Weap] Set, 0 Change Statistics: Marisa Intellect V[Marisa INT] Down End End This will give you +5% to your INT stat while the weapon is equipped, and once it is removed, it will remove the +5% bonus. The Var. Marisa Weap is set to keep it from infinitely looping the increase/decrease, and is needed for EACH character and EACH type of equipment that you decide to make give +% bonuses (or in some cases, you can even give -% penalties too!). All up to you on what you want to do! Just make sure that you increase the Var. Marisa Weap variable by 1 each time you make a new equipment. For instance, if you make a +10% INT weapon, make sure it gets set to 3 and not 2. Otherwise, you'll wind up having it read the +5% INT bonus coding instead! =================================================================== VII. Special Equipment Pieces of equipment can be given special bonuses, depending on what you do with them. This, we already know. But what exactly CAN we do with each piece of equipment? Let's take a look at some samples for Weapons. MP DAMAGE This will allow the user to deal damage equal to either that user's current/Max MP, or a % of it. Sounds nifty in a way, no? Common Event: MP Damage Trigger: Call Branch if Sora Oblivion Equipped Switch Oper: [XXX: Oblivion] ON Variable Oper: [XXX: MP Damage] Set, Sora MP Change MP: Sora's MP V[MP Damage] Remove Variable Oper: [XXX: MP Damage] *, 5 Else Handler End That's it! You can customize this to be more complex if you so desire. Next is the Battle Event page! Trigger: [Sora] uses the [Fight] Command, Switch [XXX: Oblivion] ON Variable Oper: [XXX: Random] Set, Rnd [0-100] Branch if 1: Riku Targetted Branch if Var [XXX: Random] is 80 Less/Equal Call Common Event: MP Damage Change Cond: Sora Steal Inflict <--- This can made into a status that shows a battle animation of the user attacking instead. It still has to keep the user from actually attacking. Show Battle Animation: Sword D, 1: Riku Change Monster HP: 1: Riku's HP V[MP Damage] Remove End End And that's it! Again, this can be modified to any extent. DIFFERENCE IN HP Yes, you can make a weapon act as the Balance spell! Common Event: Ultimatus Trigger: Call Branch if Luke Ultimatus Equipped Switch Oper: [XXX: Ultimatus] Variable Oper: [XXX: Luke Max HP] Set, Luke Max HP Variable Oper: [XXX: Luke HP] Set, Luke HP Variable Oper: [XXX: Luke Max HP] -, Var [Luke HP]'s Value End And now the battle event! Trigger: Switch [XXX: Ultimatus] ON; [Luke] uses the [Fight] command Variable Oper: [XXX: Random] Set, Rnd [0-100] Branch if 1: Asch Targetted Branch if Var [XXX: Random] is 49 Less/Equal Call Common Event: Ultimatus Change Cond: Luke Steal Inflict Show Battle Animation: (Whatever you want) Change Monster HP: 1: Asch's HP V[XXX: Luke Max HP] Remove End End And there's that! Again, highly customizable if need be. REDUCE HP BY % This is similar to a Gravity spell, but at the same time not. Common Event: Demi Blade Trigger: Parallel Process Branch if Xenomic Graviton Equipped Switch Operation: [XXX: Demi Blade[ ON Else Handler Switch Operation: [XXX: Demi Blade] OFF End Wait: 0.0 Sec Next, Battle Event! Trigger: Switch: [XXX: Demi Blade] ON; Xenomic uses the [Fight] command Variable Oper: [XXX: Random] Set, Rnd [0-100] Branch if 1: Downstroyer Targetted Branch if Var [XXX: Random] is 10 Less/Equal Change Cond: Xenomic ! Inflict <--- Status set to No Action Allowed, 100% chance to recover each turn. Animation set to attacking animation. Show Battle Animation: (Whatever you want) Change Monster HP: 1: Chaos's HP 10% Remove End End That's all there is to it! Simple no? =================================================================== VIII. Save Crystal For those that want to be able to put a save point anywhere without having to have the Save Anywhere option on for maps, here's how you can get your very own FFVII item! First, make an item and call it Save Crystal. Make it a switch and usable only on the field (saving in battles probably isn't conductive). Now, the common event! Common Event: Save Crystal Trigger: Parallel Process Trigger Switch: [XXX: Save Crystal] Message: Save? Show Choices: Yes/No [Yes] Handler Open Save Menu Switch Operation: [XXX: Save Crystal] OFF [No] Handler Change Items: Save Crystal 1 Add Switch Operation: [XXX: Save Crystal] OFF End Wait: 0.0 Sec Note, if you make the item infinite, there's no reason to add in the Change Items command. ONLY add this if the item is consumable! =================================================================== IX. Teleport Item This one will actually require a bit of working around and setting up on various maps. This will allow you to escape dungeons and return to the world map (or to any location you see fit, depending on how you set this up!). First, of course let's make the item. We'll call it Emergency Stairway. Make it a Switch and usable only on the Field. Now, for the common event! Common Event: Teleport Item Trigger: Parallel Process Trigger Switch: [XXX: Teleportation] Message: Teleport? Show Choices: Yes/No [Yes] Handler Branch if Var [XXX: Teleport Target Var] is 3 Teleport: 0001: World Map Variable Oper: [XXX: Teleport Target Var] Set, 0 Switch Operation: [XXX: Teleportation] OFF Else Handler <-- Rinse and repeat for each variable and location in your game! We'll get to the variables after this --> End [No] Handler Change Items: Emergency Stairway 1 Add Switch Operation: [XXX: Teleporation] OFF End Switch Operation: [XXX: Teleporation] OFF Wait: 0.0 Sec Now, for those variables. To set this up, in each map event that teleports you to a new dungeon from the world map (or wherever yoou use this system at), make sure to set the "Teleport Target Var" to a number, and to make sure that EACH number is unique to each area. It's best to start at 1 with the very first dungeon/area and increase by 1 so that the order of the game is stored here. Whenever you leave the dungeon/area to the world map, in THAT map event, make sure to set the "Teleport Target Var" back to 0 so that you don't accidentally warp in front of that dungeon if you go to another dungeon a world away! =================================================================== INDEX D S T A T U S E S =================================================================== I. Auto-Life This is probably one of the statuses that EVERYONE would like to use. Well, let's see what we can do! First, let us make a new status and call it Auto-Life. That's it! Unless you want it to have anything else, that's all you need to do here. Next, the common event! Common Event: Auto-Life Trigger: Call Branch if Terry AutoLife Condition Variable Oper: [XXX: Terry Auto-Life] Set, 1 End Branch if Var [XXX: Terry Auto-Life] is 1 Variable Oper: [XXX: Terry TempHP] Set, Terry HP Branch if Var [XXX: Terry TempHP] is 0 Less/Equal Change Cond: Terry Death Remove Variable Oper: [XXX: Terry HP] Set, Terry Max HP Variable Oper: [XXX: Terry HP] /, 2 Change HP: Terry's HP V[Terry HP] Recovered Variable Oper: [XXX: Terry Auto-Life] Set, 0 End End You can customize this to revive at whatever HP you want. The only remaining thing to do is set a Turns Elapsed [1x] Battle Event and have the Call Common Event: Auto-Life in there. This will check for the common event and revive the target. Note that this will NOT automatically revive them upon death, but one turn later. You could follow the Reverse Doll coding if you wish to have it activate upon death. =================================================================== II. Heat/Burn (ala FFIX style) {Currently in progress) =================================================================== III. Freeze (ala FFIX style) {Currently in progress) =================================================================== IV. Disable Anyone that's played the Tactics series or Final Fantasy XII will know of this deadly status. For those who don't, this status prevents the afflicted from acting at all, excepting a couple commands (if those even). Well, guess what? You too can have this status in your game! Let's see how! First, make a status and call it Disable. Set the amount of turns it takes for it to go away (mine is set to 20). That's it! Do whatever else you want with it. Now for the Common Event! Common Event: Disable Trigger: Call Branch if Delita Disable Condition Change Battle Commands: Delita Fight Remove Change Battle Commands: (Remove each command that you don't want to be used here) Else Handler Change Battle Commands: Delita All Remove Change Battle Commands: (Add each of your commands back in the proper order here) End And with that, in your "Turns Elapsed [1x]" battle event, just call the common event there! That's all there is! =================================================================== V. Bubble {Currently in progress) =================================================================== VI. Disease {Currently in progress) ===================================================================