This is my
	General FAQ
		      For RPGM (RPG Maker)

By Chad Stewart

Version 1 (and hopefully the final)

TOC

1.	Help from (Stuff I ripped)
2.	How to get started
3.	The process of making a game
4.	Secrets
5.	Commonly asked Questions
6.	Other references.
7.	Good-bye!



1.	Crap you won't want to read.

First of all the only places you may see this guide are on Gamefaqs, 
Dex Drive City, and RPG Planet. If you see it elsewhere, without my 
name, Guy Who's Too Obsessed, then please tell me. If not then screw 
it.

Some of these things are not my own work. I asked Dias Flac to copy the 
stuff from his post on commonly asked questions. Sniffy taught me how 
to use more than three frames for items on one block. Ok, crap over.



2.	Getting started

Ok, well so you heard of RPG Maker and you started making ideas and you 
want to do it. Well, first you'll need RPG Maker. RPG Maker is at EB, 
Babbages, and just about any video game store near you. It will not be 
in the super popular sections because most people are too lazy to use 
RPG Maker. I got mine for 30$ when I bought it.

Another essential item you may really want is a dex drive. These are 
not really supported anymore and you can pick one up for 10$. You 
simply install the software, and hook up the wires and you're all set 
to save all your memory cards on to your computer. You can back up 
games. This allows you to download and upload RPGM games to the 
Internet.

Make you sure to scheme up some ideas! No RPG was ever created by just 
winging it!



3.	The process of making games

First as I said before, you need an idea. What you need to do is work 
out an idea that will work in a game, and can be entertaining. We don't 
want to play super mom's sewing adventure, you know? It's got to have 
some excitement and intrigue. Make sure it's got good reasoning as to 
why things happen, and work out this idea thoroughly.

After you have a story it is a good idea to circulate it around to 
people so they can give you feedback. People will enjoy the game more 
if they see their suggestions and such. Also if you do not catch an 
error in your story or some illogical plot jump, people can point them 
out for you. This is where gamefaqs.com or rpgmpavilion.net comes into 
play. The people here will tell what they do and do not like.

One thing almost everyone does is scripting. Write out dialogues that 
your characters will have. Make sure that the dialogue is not cheesy, 
unless that is what you are going for. It must flow, and sound like 
normal people are talking, unless they are not supposed to talk like 
that. Make all the dialogue stay in character. A great example of this 
is Chrono Cross. The people talk the same way the whole time. Another 
part involved in scripting is what is going to happen. If there is 
going to be a giant explosion, write that down. If the person is going 
to be flashing, make sure you write that too. Anything that you know is 
going to happen and you are going to program write down on paper or 
your computer. This could be essentially one of the most important 
steps, because if you screw this up, your game will be.

The next process for me is to work the system data. Make sure you have 
a notebook handy to keep any notes you may need. First, make sure all 
the parameters and game-play data. Second I create the characters. I 
change their graphic to what I want and put in their starting stats. A 
good rule to make sure the characters are not too strong or too weak 
(balanced) is the 30 rule (some use 35). It's simple. When putting in 
their stats make sure they all equal 30 or 35. Next make each character 
skill. I have not really figured out how to balance this one exactly, 
but I usually do 1-5 on these stats and it seems to work nicely. Also 
involved in creating characters is creating items. Make their armor, 
weapons, and accessories that they can equip throughout the whole game. 
While your there create key items, food, and all the other stuff you 
need. But what's a char. without magic? Next go into the menu and 
create and magic and skills you may need. Remember that for a character 
start with an S ATK (which takes away from HP) it must go into their 
skill. For magic (takes away from MP), you can program when a character 
learns it in the actual character edit. But do not think you can only 
add magic and skills these ways. You can always add them through events 
in scenario data. Next make your monsters and make them so that the 
first types can be killed easily and they progressively get harder. 
Make sure that you make monsters that will fit into your game and the 
places you put them. You wouldn't want to fight an octopus in a forest, 
or a fire spirit underwater.

Next thing you'll need are the dungeons and fields. First, I'd design a 
really cool field. Putting them together like a puzzle makes these. You 
take squares and put them next to each other. After that you can place 
towns, dungeons, and the like on through the town button. I would wait 
before saying which switches make which towns appear though. So onto 
dungeons. There are two types of custom dungeons, indoor and outdoor. 
If you don't know what each part does then return RPGM, because your 
intelligence is too low to play this game. Think of your intro, and 
what the dungeon must look like. If you just need a black screen make a 
custom dungeon but don't put anything down. Here you can do simple text 
messages in the Final Fantasy style. When making your dungeon make sure 
that places the hero can walk are marked with a circle next to that 
shoe icon, or else they can't walk on it. Some tiles may look like you 
can walk on them, but you really can't. Some tiles can have stuff put 
on them, like the grass, mud, or floor type tiles. In the dungeon 
editor you cannot put a small flame in a big flame. (Although you can 
do that with the use of events)

So you're done all that huh? Next, I would re-check all your things, 
add a few more items and magic before proceeding. It's time for the 
scenario data. You do have your notebook handy right? This is where you 
actually start making things happen, such as cut-scenes, so you'll need 
to keep a page and write down 1-500. Check off each switch as you turn 
it on. Use pencil so that you can un-check a switch in case you can 
turn it off later in the game to save space. Make sure that an 
important event cannot be avoided. If you're in a hall two spaces wide, 
don't just make one event. You have to make sure he can't pass over it. 
Events are everything that happens. A bad event means bad games. Just 
remember that almost everything needs an event. Talking needs an event. 
A towns-person is an event. Going to another area is an event. All of 
these are regular events. You set them down a certain place and they 
require the event button. Make sure that if they just need to step on 
the event its a touch event, and if they must press X its a check 
event. But let's say you want to put down treasure. Well there's a 
treasure event for that. There's a simple before and after graphic, and 
the items inside.

After you think you've finished make sure you have every item you need, 
and all the dungeons and fields work (i.e. make sure you can't skip 
over places and such). Now you must play your game through. Talk to 
everyone and check everything. Try to cheat your own game to find all 
the bugs and glitches. Fix them and then after you do this ask people 
to play test the game. They will find the bugs and errors you couldn't. 
Fix them and ask a few more people, and then fix. 

THERE! Your ready to show the world your creation. Of course make sure 
you put in all the proper credit.




4.	Secrets

Hidden Sprites-
Well RPG Maker is pretty straightforward, but there are a ways you can 
manipulate it. For one, they have hidden sprites (characters) that you 
can save to your memory card. They are the last few ones, which end in 
00. 

Two-hand/Permanent Shield-
Sometimes you want your hero to equip a shield, not two weapons, or you 
want your hero to use two-handed weapons. But you don't just want to 
tell the person to equip a shield; you want to make it happen. Now you 
must make sure there are no items that cure curse, or any magic for 
that matter. Make a shield that is cursed and call it shield. You must 
put it in the hero's arm in the character menu in the system menu. Or 
if you want something called second hand, make sure you hide the status 
so that the second hand doesn't appear as a weapon.

System switch-
I forget who knew this one, but someone at the RPGM Garden said this. 
THIS IS NOT CONFIRMED!!! Make sure that the last dungeon of the 1st 
system is the same as the 1st dungeon of the second system. Now when the 
hero gets to the last dungeon they save it at a save point. Ask them to 
shut off the game and continue, but with the new system, and it should 
load up. Make sure you have scenario data for this system.

More than three items per block-
Usually you'd think that only the three middle frames could be used for 
items in a sprite because those are the directions. Well, I'd tell you 
to think again. What happens when you move one up facing up? Well it 
changes the graphic to the picture on the right. So the pictures on the 
right side are called the right field. The left field is column on the 
left. To get items in the middle simply choose the direction of that 
item. The top row is down, the middle is left and right, and the bottom 
is up. To get items in the right field, place the event one away in the 
opposite direction (If you want the top right corner place it one above 
the place you want it). Now to get the right graphic simply move it 
down one. For the left field it needs to move three times. Make sure 
that an intro event takes over to this event and changes the screen 
black so no one can see it change.

5.	Commonly asked questions

(You can thank Dias for this section.)

"Switches? NOOOOOOOOOOO!" or "How do I stop this event from repeating?"  
 
Switches have two main purposes: to be used as page conditions and to 
make things appear on the field. Now, if you want to stop an event from 
repeating, you need to use switches. Take a boss fight, for example. At 
the end of the boss fight event, turn a switch on (we'll use switch 001 
for the example, though number is completely irrelevant). Now, add a 
page to the back of the event (make sure it's the last page). On that 
page of the event, put a condition of switch 001 being on and leave the 
rest blank. That will stop it from repeating after it's been done. Now, 
for using switches to make things appear on the field. Say that you 
want the party to reach a town after crossing some plains. On the other 
side of the plains at the exit (the side with the town you want the 
party to access), put an event that looks like this: 
 
00:Switch 001 On (the number is, again, irrelevant) 
01:Move Location:Field:Plains 
 
Now, Field Edit, go back and make the town. Where it says "Appear", put 
"Switch 001 On." Next, draw a path from the plains to the town. Do the 
same thing for appear as you did with the town and leave "Move" as 
"Always." That'll make the path to the town and the town itself appears 
once the party has crossed the plains.  
 
"How do I make the insides of buildings?"  
 
Create the outside of the building with an entrance of your choice in 
Dungeon Edit. Create a separate dungeon for the inside with an exit. 
Put a Move Location event in the entrance that moves the character to 
the inside. On the inside, put a Move Location event in the exit that 
leads to the outside. 
 
"What does Take Over do?" or "I have this cut-scene where I want a guy 
to approach the party. Help?"  
 
The Take Over command tells one event to stop executing (the event you 
put the Take Over in) and tells another event to go (the event that you 
target with the Take Over). In other words, if you put a Take Over at 
the end of Event 1 with a target of Event 2, Event 2 will execute as 
soon as Event 1 runs across the Take Over. To get people to approach 
the party during an event, use a Take Over. Here's an example: 
 
Event 1 Page 1/1 
 
00:Message: "Hero: I hope no guards show up..." 
01:Take Over: Event 2, Page 1 
 
Event 2, Page 1/1 
00:Move to Point: (beside Hero) 
01:Message: "Guard: I've found you!"  
 
In this example, Hero says something, and then a guard immediately 
approaches Hero and says something. The player does not get control 
back at any point during that sequence of events. 
 
"How do I make the party disappear for a cut-scene?"  
 
This is easy. Choose the Party Display command and then choose 
Disappear. When you want them to be visible again, choose Party Display 
and then Default. 
 
"How do I make events execute automatically?"  
 
Again, quite easy. Just use an Intro Event (available in the menu where 
you pick Create Event, Treasure Event, etc.). The Intro Event will 
execute as soon as the party enters the room. Though many commands are 
disabled in Intro Event, Take Over is not, which means that you can 
Take Over to a normal event with whatever commands you want in it. 
 
"How do I make boss fights?"  
 
Use the Battle command. Characters can't escape from battles initiated 
by the Battle command.


System Data  
--------------------------------------------------- 
 
"Why don't my monsters hit my party members/party members hit my 
monsters?"  
 
Agility is often overlooked as merely a stat that determines turn 
order. It does A LOT more than that. The most important thing that is 
overlooked is hit rate. Agility determines a monster's ability to hit 
and dodge. If the monster misses too much, raise his agility. If the 
party misses the monster too much, lower his agility. Simple as that. 
 
"Can characters learn magic in ways other than leveling up? Can 
characters learn S ATKs without using skills?"  
 
Yes and yes. Under the Character Status event command, you'll find the 
Learn Magic command. You can use this command to teach characters magic 
AND S ATKs through events instead of levels and skills.  
 
"What?! M DEF doesn't reduce magic damage?!"  
 
That's right. M DEF determines resistance to status ailments, and has 
NO BEARING on the amount of damage magic does. If you don't want a boss 
to be affected by status ailments, raise his M DEF to 9999. 
 
"AHHHHH! Why can't my characters walk in my dungeon?!"  
 
You used tiles that looked like they could be walked on, when in 
reality they can't. Look for the shoe icon in Dungeon Edit. Scroll over 
any tiles in question. If the shoe has a circle beside it, characters 
can walk on the tile. If it's an X, they can't. Be careful: you may 
have problems with the reverse as well. 
 
"The 35 or 30-point rule? What's that?" or "Help me balance my 
characters!"  
 
The 30 and 35-point rules are used to balance games. This rule 
originated (from what I can tell) with the Game Balance guide (I think 
that's the one...) on this site. The rule states that the stats you set 
for each character should add up to 30 (35 if you're using M DEF). It 
has proven to be an excellent tool for making party members balanced. 
These rules DO NOT apply to monsters. The only way to balance monsters 
is by fighting in Battle Test or using Test Play to fight until you are 
satisfied with the balance of your monsters.




6.	Other references

You can find other things at the sites listed below.

Gamefaqs.com
RPGMpavilion.net
Dexdrivecity.cjb.net
Rpgmmag.8m.com
Google.com (search for RPGM)



7.	Good-bye

Adios Amigos!