MAKING TREASURE CHESTS.
A tutorial on how to make Treasure Chests.
Aten- 07/29/2010 07:00 PM
- 4417 views
Written by Gemin-Eye
This is how to make a simple unlocked chest that will open when the hero searches it. An item will be inside, and the item will disappear afterward. A message will appear after if the hero searches again telling that it is empty.
1. Open your Rm2k. Press F7. Double-click on the square where you want the chest to appear. This opens the 'Event Editor'.
2. Leave the 'Event Conditions' alone. Set the 'Graphic' as a chest. (A picture of a closed chest. Should be Object1 <RTP>) Notice how when you select the graphic you can choose the direction it faces and the pattern. You don't need to worry about that for chests, but its useful when setting npc graphics.
3. set the 'Event Start Condition' as "Push Key",
4. Set the 'Position' as "Same Level as Hero",
5. Set the 'Animation Type' as "Without Stepping",
6. Leave the 'Movement Speed' as "3: 2x slower". And the 'Movement Type' as "Stay Still".
7. In the 'Events Commands' box double-click and select "Move Event" (page2 event commands). . Make sure you have "this Event" selected in the 'Object Character' box. The Movement frequency should be 8(the fastest-your option really), and NO checks should be in "Repeat Action" or "Ignored If can't be moved"
8. There is alot of options here, sometime you should tinker with each one to see how it works with the events movement, but for now choose the following movement commands:
<>Turn Left 90
<>Wait a moment
<>Face Up
<>Wait a moment
<>Face Left
<>Wait a moment
Click 'Ok' . The events animation is now set in the content of event execution.
Note: This is just how I choose to open the chest; you might find you prefer a different movement/animation method after you tinker with the commands. Its up to you.
9. Now we add the item. Double click the events window and select 'Add Item' (page1). The 'Change Item Amount
' dialog pops up. You can add items or drop items. You can make the item gained a definite item, (one that will always be the same item every time they play the game), or an item determined by a variable. (you would have to set the variable with this or a previous event). Clever variable setting can make this item randomly determined. I'll explain that below. The 'Operand' means you can set the number of items gained. Again the variable is determined by this or previous events and sets the number of item(s) gained. Yes this can be random too. For now set the 'Change Item Amount' dialog as so:
Operation: "Add Item"
Add/Drop Item: "Fix" 'Potion'
Operand: "Set" '1'
Click 'Ok'
10. Now we need to tell the hero what was found. Double-click in the event window, and select 'Show Message' (page1). Input whatever type message you like. 'Found Potion!' for example. Note: You can also use the 'Change Message Option" command to customize the appearance of the message. Click 'Ok' when you're done.
11. Finally; to make it so the chest will never give an item again, we use a 'Switch'. In the same event editor, double-click in the events window and select 'Change Switch' (page1), Put a dot in the 'One' and click the '' button. Make a new switch and choose a name for it. Make sure the 'Operation' is set to "ON". Click 'Ok' to finish the making of the chest switch. Having trouble? click here.
13. We are done with the 'Event Commands' on this page. Click the "New Page" button at the top of this Event to make a second page. PAGE TWO should now be the page you are on and will edit.
14. -PAGE TWO- In the 'Event Conditions' (on the left) put a check in "Switch" and click the button (your list of switches pops up and the switch you just made should be already selected in it) Click 'Ok'. .
15. Set the chest 'Graphic' as an open chest. . Leave the other stuff as it is.
16. Lastly, we put the final 'Events Commands" in. Double-click in the window and select 'Show Message'. Put a simple message in telling the hero that this chest is empty or that he/she already got the item from here. .
That's it. Test it. A fully working unlocked chest. I know this is a long tutorial, I just wanted to be thorough. You see how easy it is? Lets crank the difficulty up a notch.
This is how to make a simple unlocked chest that will open when the hero searches it. An item will be inside, and the item will disappear afterward. A message will appear after if the hero searches again telling that it is empty.
1. Open your Rm2k. Press F7. Double-click on the square where you want the chest to appear. This opens the 'Event Editor'.
2. Leave the 'Event Conditions' alone. Set the 'Graphic' as a chest. (A picture of a closed chest. Should be Object1 <RTP>) Notice how when you select the graphic you can choose the direction it faces and the pattern. You don't need to worry about that for chests, but its useful when setting npc graphics.
3. set the 'Event Start Condition' as "Push Key",
4. Set the 'Position' as "Same Level as Hero",
5. Set the 'Animation Type' as "Without Stepping",
6. Leave the 'Movement Speed' as "3: 2x slower". And the 'Movement Type' as "Stay Still".
7. In the 'Events Commands' box double-click and select "Move Event" (page2 event commands). . Make sure you have "this Event" selected in the 'Object Character' box. The Movement frequency should be 8(the fastest-your option really), and NO checks should be in "Repeat Action" or "Ignored If can't be moved"
8. There is alot of options here, sometime you should tinker with each one to see how it works with the events movement, but for now choose the following movement commands:
<>Turn Left 90
<>Wait a moment
<>Face Up
<>Wait a moment
<>Face Left
<>Wait a moment
Click 'Ok' . The events animation is now set in the content of event execution.
Note: This is just how I choose to open the chest; you might find you prefer a different movement/animation method after you tinker with the commands. Its up to you.
9. Now we add the item. Double click the events window and select 'Add Item' (page1). The 'Change Item Amount
' dialog pops up. You can add items or drop items. You can make the item gained a definite item, (one that will always be the same item every time they play the game), or an item determined by a variable. (you would have to set the variable with this or a previous event). Clever variable setting can make this item randomly determined. I'll explain that below. The 'Operand' means you can set the number of items gained. Again the variable is determined by this or previous events and sets the number of item(s) gained. Yes this can be random too. For now set the 'Change Item Amount' dialog as so:
Operation: "Add Item"
Add/Drop Item: "Fix" 'Potion'
Operand: "Set" '1'
Click 'Ok'
10. Now we need to tell the hero what was found. Double-click in the event window, and select 'Show Message' (page1). Input whatever type message you like. 'Found Potion!' for example. Note: You can also use the 'Change Message Option" command to customize the appearance of the message. Click 'Ok' when you're done.
11. Finally; to make it so the chest will never give an item again, we use a 'Switch'. In the same event editor, double-click in the events window and select 'Change Switch' (page1), Put a dot in the 'One' and click the '' button. Make a new switch and choose a name for it. Make sure the 'Operation' is set to "ON". Click 'Ok' to finish the making of the chest switch. Having trouble? click here.
13. We are done with the 'Event Commands' on this page. Click the "New Page" button at the top of this Event to make a second page. PAGE TWO should now be the page you are on and will edit.
14. -PAGE TWO- In the 'Event Conditions' (on the left) put a check in "Switch" and click the button (your list of switches pops up and the switch you just made should be already selected in it) Click 'Ok'. .
15. Set the chest 'Graphic' as an open chest. . Leave the other stuff as it is.
16. Lastly, we put the final 'Events Commands" in. Double-click in the window and select 'Show Message'. Put a simple message in telling the hero that this chest is empty or that he/she already got the item from here. .
That's it. Test it. A fully working unlocked chest. I know this is a long tutorial, I just wanted to be thorough. You see how easy it is? Lets crank the difficulty up a notch.













