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    FAQ by Dias Flac

    Version: 2.1 | Updated: 07/10/02 | Search Guide | Bookmark Guide

                   RPG Maker Full FAQ
                       Version 2.1
            by Dias Flac (diasflac84@hotmail.com)
          Formatted by Kuro Madoushi and Dias Flac
     1) Introduction
     2) Quick Reference FAQ
        A)General FAQs
        B)System Data FAQs
        C)Scenario Data FAQs
     3) System Data
        B)Parameter Name
        C)Gameplay Edit
        H)Main Character
        J)Monster Edit
        K)Game Info
     4) Scenario Data
        A)The Basics
        B)The 27 Event Commands
     5) A Word by Kuro Madoushi
     6) Legal Info
    !                Introduction                     !
    "Switches?  Take Overs?  Intro Events?  Aaaaaahhh!!!  I'm
    gonna go insane! There's no way I can make an RPG!  Somebody
    This is probably what you're thinking if you're reading this
    guide.  You've been intimidated by RPG Maker's multitude of
    options and the instruction manuals that don't help you for
    crap.  But really, it's not as big and bad as it looks.  If
    you read this, you'll get an overview of what everything
    does, exactly how to do it, the basic options for the
    commands, and some of the more advanced stuff too.  First,
    here's my quick reference FAQ.  It answers a lot of
    frequently asked questions about RPGM.  Check it first if
    you have a question about one particular thing.  If that
    doesn't take care of it, read the rest of the FAQ (or at
    least the part you think will contain the answer to your
    !             QUICK REFERENCE FAQ                 !
    The purpose of this section is to provide answers to many
    common questions about RPGM (NOT Anime Maker) in a
    summarized format.  These are all summaries of things in my
    FAQ.  If you have any other questions not covered in this
    topic about the basic workings of RPGM, first check my FAQ
    or another one of the FAQs on this site.  If you can't find
    what you're looking for there, ask your question on the
    message boards and I or someone else will try to help you.
    First, I'm going to list some common questions asked by
    newcomers to RPGM that are not related to the basic
    operation of RPGM.
    General FAQs
    "How do I share my games/download other people's games over
    the Internet?"
    You have to use a DexDrive.  That takes us to the next
    "A Dex what?  What's it do?  Where do I get it?  How much is
    A DexDrive is a device made by InterAct that hooks up to
    your computer.  It allows you to transfer memory card saves
    in the form of .GME files between your computer and memory
    cards.  I've heard you can get them at ebworld.com for $10.
    I'm sure you can also find them at ebay.
    "Where can I send my games/get other people's games?"
    These sites are all good sources of RPG Maker games:
    www.therpgplanet.com OR rpgmshrine.cjb.net
    There are others, but these are my favorites.  You should be
    able to get plenty of games from those sites.  Also, these
    three sites accept RPG Maker games.
    Now, without any further ado, the quick reference guide.
    System Data FAQs
    "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
    "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 30 or 35 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.  This rule
    DOES 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.
    Now, for some popular scenario data questions.
    Scenario Data FAQs
    "Switches?  NOOOOOOOOOOO!" or "How do I stop this event from
    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 appear 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 cutscene 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, 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                     !
    Onward to System Data. Now, I'm going to go in a logical
    order, explaining what you can do and in what order I advise
    you do it in. When you start editing your game, you'll see
    this menu:
    Title                            Skill
    Configuration                    Monster
    Gameplay Edit                    Dungeon
    Parameter Name                   Field
    Magic                            Monster Appearance
    Main Character                   Game Info
    Event                            Game Info
    First, Configuration.  You're confronted with this menu:
        Cursor Speed
        Collision Sound
        Message Sound
        Level Up Sound
    Most of these are pretty self-explanatory, but I'm gonna
    explain them anyway.
    Cursor Speed--How fast the cursor moves during game
    creation.  Higher is slower and lower is faster.  I would
    definitely put this on high speed.
    BGM--What plays while you're making your game.  I'd advise
    turning this off and putting in your favorite CD, but you've
    got 35 choices of tracks if you really want to listen to the
    same song for the hundreds of hours you spend creating your
    Sound--Mono or Stereo.  Simple.
    Collision Sound--For the love of God, turn this off!  If you
    really want your game to make a sound every time you touch
    something, you can, but...no.
    Message Sound--The sound the game makes every time a message
    pops up.  It's questionable using this, but if you do, make
    it something very quiet. Nobody will play your game if the
    message sound is annoying.
    Level Up Sound--The sound the game makes when a character
    levels up.  Again, simple.
    Parameter Name
    Next, I usually go to Parameter Name.  Don't let big words
    fool you, though; this is probably one of the easiest thing
    to do in the game. I'm not going to show the menu for this,
    simply because it's so easy to explain. You take one thing,
    and you name it something else.  This is used for naming
    your monetary unit (Gold a bit overused, isn't it?), stats,
    and a bunch of other stuff.  Just look at it and you'll get
    the drift.
    Gameplay Edit
    Next thing I check off the list is Gameplay Edit.  This is
    another fairly simple menu, but I'll put it in here anyway.
    Special Moves                         Abilities
    Use of Class                          M DEF
    Monster Appearance
    Special Moves--Choose On/Off.  If it's on, characters can
    learn S ATK's, that is, HP consuming magic.
    Abilities--Choose On/Off.  If it's on, special effects
    caused by skills characters learn (like Critical Hit UP) are
    Use of Class--Choose On/Off.  If it's on, monsters will be
    weak to some types of magic that you give a certain
    "attribute" to. Defaultly, these attributes will be called
    "Magic A", "Magic B", "Magic C", and "None".  You can rename
    them in Parameter Name, something like "Fire", "Ice", and
    "Thunder".  The weaknesses work sorta like Rock, Paper,
    Scissors, but not quite.  Here's how they work:
    If a monster is "Magic A" type, "Magic A" does 1/4 damage,
    "Magic B" does 1.5x damage, and "Magic C" does 1/2 damage.
    If a monster is "Magic B" type, "Magic A" does 1/2 damage,
    "Magic B" does 1/4 damage, and "Magic C" does 1.5x damage.
    If a monster is "Magic C" type, "Magic A" does 1.5x damage,
    "Magic B" does 1/2 damage, and "Magic C" does 1/4 damage.
    If a monster or magic is "None" class, all magic behaves
    normally (duh.)
    Understand?  I didn't think you would.  Thus, I wouldn't
    advise using magic class on your first game unless you use
    the instruction manual's table (page 41, book 1) or this and
    read it very closely until you understand it.
    M DEF--Choose On/Off.  Contrary to popular belief, M DEF
    actually has nothing to do with defending against magic.  No
    kidding.  I don't know what they were thinking when they
    called it "M DEF", because it actually is defense against
    status changes, which most games call "Constitution" (CON).
    I'd advise you rename this in Parameter Name something
    Monster Appearance--Choose Auto/Manual.  Auto is great
    because all you have to do is set a probability rate for
    each dungeon and the monsters you want in it, as well as a
    BGM.  With Manual, you have to do the same things, but you
    have to set zones where the monsters appear too.  I wouldn't
    use manual if I were you, but hey, that's just me.
    The next thing I usually do is make a field map.  Here's how
    you do it. There aren't a whole lot of things to explain
    here, but here's a couple of things you should know:
    -The L1 and L2 buttons are your friends.  If you press one
    of these when placing field tiles, it'll scroll through
    tiles that might look good on your field, one at a time, and
    you'll be able to compare the pieces while you're still on
    the map.  This saves you from trying to use the stupid
    "Parts" menu.  I advise that you don't use the parts menu,
    except for maybe the first piece of your map; use L1 and L2
    -The "Tile A" option replaces unused map space with a map-
    looking background. The "Tile B" option just replaces it
    with black space.
    -The "Town" option is for putting everything on the map, not
    just towns.   I hope this was pretty obvious, but hey, you
    never know. Well, anyway, here's the menu you're prompted
    with when you want to place a town:
    Now, for the rundown of the options:
    Graphics--The graphic that appears on the field to represent
    the area.
    Name--The name of the place.
    Appear--Probably the thing most players have trouble with,
    simply because they are unfamiliar with switching.  If you
    are one of those unfortunate souls, check out my switching
    guide later in the tutorial, or go ahead and read this and
    just keep it in mind.  After all that rant, the actual
    function of this is pretty simple.  You pick a switch, and
    when the switch turns on, this area will appear on the
    field.  If you pick "Always", the town is always on the map.
    Destination--Pick the dungeon the spot on the field
    represents.  I usually come back and do this, since I make
    my field first.
    Location--The spot in the dungeon you selected that you want
    the player to be moved to.
    Method--What kind of fade the screen does when the player
    moves to the dungeon.  Your choices are Black, Black Melt,
    White, White Melt.
    -The "Path" command draws a walkable area from one place to
    another. Players can't go to places where there is no path
    unless they have a "blimp" item.  I pick "Path", I select
    one town, and then select the place I wanna connect it to.
    The path submenu is much simpler than town submenu.  It
    looks like this:
    Appear--Same as it was in town.
    Move--This command is rarely useful, but say you want to
    make a path to a town allegedly blocked by a boulder.  Thus,
    you would know the path is there, but you wouldn't be able
    to move on it.  After you talk to a miner in town, he agrees
    to clear the path for you, which, in turn, turns switch 001
    on.  For this, you would use set the path menu up something
    like this:
    Appear: Always
    Move: Switch 001 on
    If you got confused there, don't worry--this is most
    certainly NOT a vital skill.  I don't think I've ever played
    an RPG that uses this.
    The next thing I usually do is create skills.  If you know
    you're not going to use skills in your game, skip this
    section.  Otherwise, read on.  There isn't a whole lot of
    explanation to do in the first menu, so here's just a quick
    rundown of important stuff.
    Ability--If you set Abilities on in Gamplay Edit, you can
    have a skill give a character some special ability (hence
    the name).  Here's a list of your choices, and what each one
    None--Hmmm, I wonder?
    First Attack--Increases the chance of the party getting
    first attack.
    Treasure Find UP--Increases the chances that an enemy will
    drop an item after battle.
    1/2 MP Cost--Halves the amount of MP it costs to cast
    2x Magic Damage--SOMETIMES (which the manual doesn't tell
    you) doubles the damage an enemy takes from magic.
    Critical Hit UP--Increases the chances of inflicting a
    critical hit.
    Battle Heal--Commonly referred to as Regen in Final
    Fantasies.  The character gains 5% of his max HP after his
    Counter Attack--Sometimes when the character is physically
    attacked, he may counter attack.
    Attack +1--The character attacks one more time than usual.
    Reflect Attacks--The character reflects ALL physical attacks
    and the attack hits the enemy instead.  Unless you plan for
    magic to be the main choice of attack in a game, don't use
    this skill.
    HP Drain--The character sometimes steals HP from an enemy
    when physically attacking.
    EXP UP--SOMETIMES (again, not mentioned in the manual),
    experience received after battle is doubled.
    No Class--Basically, makes all the character's spells non-
    elemental, or whatever kind of attribute system you're
    using.  Not too useful.
    Random Ability--The character gets a random ability during
    each turn of battle.  Pretty worthless, but I'm not gonna
    stop you from using it.
    AI--The character is controlled by the computer.  Not useful
    as a skill that characters can acquire, but great for when
    you want to make a computer-controlled character.
    Resist Magic--The enemy's magic is ineffective.  I wouldn't
    use this if I were you.
    The stats listed on the screen are used to modify a
    characters abilities every time the character levels up.
    You can make the numbers positive or negative.  For
    instance, say I give a character a skill I call "Berserker".
    I can have it increase his strength by an additional 2
    points every time he levels up, but have it decrease his
    intelligence by 2 points at each level up simply by putting
    a +2 in the strength category and a -2 in the intelligence
    Conditions--The conditions a character must meet before
    being able to learn a skill.  I won't put the menu here,
    because it's pretty easy to figure out what they want, but I
    will explain one thing.  The characters section at the
    bottom doesn't mean any character can learn the skill as
    long as the marked characters are in the party.  It means
    that only the marked characters can learn the skill.
    S ATK--First of All, special moves had to have been turned
    on in the Gameplay Edit menu.  Secondly, you already had to
    have created S ATK's in the magic menu.  You'll be presented
    with a menu like this one:
    Level                 S ATK                HP Cost
    Level    +0
    The most important thing to understand is the numbers down
    the side (+0, +1, etc.).  These numbers indicate how many
    times the character must level up after getting the skill
    before he gets the indicated S ATK.  If you set an S ATK at
    +0, the character gets the S ATK when he learns the skill (I
    think.  If not, it's after one battle.  You can tell how
    much I use S ATK's, can't you?).  If you were to set an S
    ATK at +4, the character would have to level up 4 times
    before acquiring the indicated S ATK.  You should know that,
    outside of an event, this is the only way a character can
    learn S ATK's.  You CANNOT in any way learn an S ATK like a
    spell, i.e., you can't tell the game to give the character
    an S ATK at level 4, or level 25, etc.
    Next, for items.  First off, here's the item menu:
    Type                 Drop
    Sell                 Gold
    Status               Break
    Now, to go through all the types:
    Other--Just what it says.  I use this typically for keys or
    items that are important to the plot.  There are also
    several other unique ways this can be used, though they're
    too complex to explain here.
    Weapon--Used for, not surprisingly, weapons.  You get a few
    extra things added to the menu here:
    Type                     Drop
    Sell                     Gold
    Status                   Break
    Graphic                  Attack
    Curse                    Atk#
    Class                    Range
    You'll notice that Graphic, Curse, Class, Magic, Attack,
    Atk#, Range, and Who are all new.  Here's an explanation of
    all these things:
    Graphic--What your weapon looks like when you attack.
    Curse--If a cursed item is equipped, it can't be removed
    except by a spell or item that uncurses it.  Keep this in
    mind, however:  if a player uncurses something, the item
    Class--Magic Class the weapon is considered to be,
    specifically.  Look up around the Gameplay Edit section if
    you need a refresher on what this is.
    Magic--When you use the weapon as an item, the spell
    selected here is cast. However, the spell will NOT be
    randomly cast when attacking with the weapon.
    Attack--Pick a number, any number, as long as it's between
    -9999 and 9999. You'll probably use positive.
    ATK#--Number of attacks the weapon gives.  Pick 1 or 2.
    Range--How many enemies a weapon hits.  Your choices are
    Single, Group, or All.
    Who--This is who can equip the weapon.  Characters marked by
    a circle can, ones with an x can't.
    Now, back to the original list we were going on, the type
    Armor--Body equipment.  You'll get a couple new options, but
    you should recognize them from the weapons section.
    Shield--Armor for one of the hands.
    Helmet--Head equipment.
    Accessory--For one of the two accessory slots.  You'll get a
    new option here, too.  I'll not list the menu, but here is
    the new option:
    Effect--You can select several stats here, and you can also
    select Magic GRD if you're not using spell classes, or one
    of the magic classes if you are.  Pick anything but Magic
    GRD, and you'll get to pick a number again between -9999 and
    9999.  That's how much the stat will change.  Pick Magic
    GRD, and you'll be able to pick a percentage, between 0% and
    100%.  This is the percent of magic damage the accessory
    Again, back to the type list:
    Magic--An item whose sole use is to cast a spell.
    Cure--An item that cures some status, HP, or MP.  You get a
    new option, but it should be pretty obvious how to work it.
    It simply has you pick what you want the item to cure.
    Transport--You are again presented with a new option.  In
    the new option, you have to pick either boat or blimp.  If
    you pick boat, then a boat graphic will appear when the
    player chooses to move on a path that crosses the sea.  Of
    course, they could already cross paths that go over the sea
    even without this item, so it doesn't make much difference.
    If you pick blimp, characters will be will be able to travel
    to ANY area on the map, regardless of if the area is
    connected by a path or not.
    Key--If you really want to, you can use this option, though
    I wouldn't.  You make an item like usual, and then you pick
    the Key type, A through H.  You can then have a locked door
    where the player must actually go into his inventory and
    pick the key out that will open the particular type of door.
    It's a little complex to explain (not really too bad, but I
    find this option to be worthless), so basically, I won't.
    Just use "other" items for keys; it's much easier and even
    gives you a little more freedom.
    Food--The stuff that permanently increases stats.  You'll
    also be able to give a character experience through items in
    this menu. Keep in mind, though: Even if you give a
    character enough experience to level up, the character won't
    level up until he survives a battle.
    Now, on to the few other aspects of the item menu:
    Sell--Whether or not the player can sell the item.
    Status--Pick either Show or Hide.  If you pick show, the
    status will be displayed as normal when a player moves over
    an item.  If you pick hide, the item still appears in the
    player's inventory, but its effect doesn't.  This is pretty
    useless for equipment, though, because when the character
    checks to equip the item, it'll still show how much the stat
    goes up or down.
    Drop--Whether or not the player is able to drop the item.
    Gold--How much money an item is sold for in stores.  The
    player gets half this money back if he sells the item to a
    Break--The percent chance an item has of breaking when used.
    This does NOT include attacking with a weapon or being hit
    when wearing armor.  Break only affects equipment if the
    equipment has a spell in it and is used like an item.  Set
    Break to "Once" if you want one-use items such as potions.
    Next thing I do, usually, is make some magic.  Here's the
    Use of MP
    I'll now explain the menu and all its subcommands:
    Name--Could it be the name of the spell?
    Type--Pick either Magic or S ATK.  S ATK won't be available
    if you turned S ATK off in Gameplay Edit.  If you pick S
    ATK, "Use of MP" becomes "Use of HP."
    Effect:  Here's the one with all the subcommands.  This is
    what the spell does.  I won't explain the ones that are
    self-explanatory. Here are the choices on the effect list:
    Inflict Damage
    Recover HP
    Cure Poison
    Cure Silence
    Cure Confuse
    Cure Sleep
    Cure Paralyze
    Cure Petrify
    Cure Curse
    Revive--Only with 1 HP.  There's no way to make it do any
    more than that.
    Restore Status--Doesn't include stat altering spells (such
    as Attack up or down).
    Decrease Attack--This and the next two spells are, of
    course, effects that only last for the battle.
    Decrease Guard
    Decrease Agility
    Increase Attack--Same note as Decrease Attack.
    Increase Guard
    Increase AGI
    Steal MP--Based on opponent's current MP.
    Reflect Magic--Reflect spells are very unfair to give to
    PC's if you don't give bosses Dispel magic.  Think about all
    possibilities before deciding to use this.
    100% Res Magic
    50% Res Magic
    50% Res
    S ATK
    Enemies HP--Display's the enemy's HP (Don't you love the
    grammar error Agetec made?).  Doesn't work often and won't
    work on bosses.  Basically, don't use it.
    Dispel--This gets rid of stat-boosting/dropping spells.
    Doesn't remove bad statuses, though.
    Teleport--Only to places the party has been.  Pretty well
    Escape Dungeon
    Encounter Down
    Check Item--Gives the player all the stats that the creator
    knows about an item, including break rate, spell it's imbued
    with, etc.
    Back to our regularly scheduled menu:
    Use of MP (HP)--Do I really have to explain?
    Points--How much HP is healed/taken away from target.
    Class--Magic Class.  Only can be selected if "Use of Class"
    is on in the Gameplay Edit menu.  Once again, if you want an
    explanation of classes, check under the Gameplay Edit
    Range--How many targets the spell hits: Single, Group, or
    All are your choices.  The player's party is considered a
    group, so any group spells that target the party will hit
    the entire party.
    Graphics--What the spell looks like.  I can't really give
    you an explanation of this since it's one of those things
    that you just have to see and experiment with.
    Message--You can have the game put one of it's built-in
    messages in before a spell name.  For example, if I pick
    "Hurl ~ !" for the "Fireball" spell, the game will display
    "Hurl Fireball!" when the spell is cast.
    Main Character
    Next up:  Main Character.  Here's the menu:
    STR                          Equip
    DEF                          Level
    STA                          Magic Level
    INT                          Graphic      CLR
    M DEF
    Now, for my typical rant on all the stuff that's up there:
    Name--Why do I even put this in here?
    Skill--If you want to start a character with one of the
    skills you've made, this is how you do it.
    STR--Has to do with damage.  It should be noted that for
    each of these settings, characters will gain the amount you
    put in here at each level up.
    DEF--Protection from physical damage.
    STA--This is the character's HP after you add the extra 30
    points of HP the character gets at the beginning of the
    INT--This is the character's MP.
    AGI--This has to do with turn order, chance to escape
    battle, and hit rate. You must also keep in mind that a
    monster's AGI also affects hit rate.  If you later run into
    trouble with monsters hitting the party, crank up their AGI,
    and that should fix the problem.
    Luck--Chances of critical hits and evade are determined by
    M DEF--This will only appear if you turned M DEF on in
    Gameplay Edit.  I also told you up there that M DEF doesn't
    have to do with defending against magic, but resistance to
    status ailments.  Don't forget that!
    Equip--Put the character's starting equipment on him here.
    Level--The level the character will be at when he joins the
    Magic Level--In here, all the magic spells will appear.  S
    ATK's will to, but they're grayed out.  That's because you
    can't set characters to learn S ATK's at a certain level,
    remember?  Well, in here, you set a level number to a spell,
    and when the character reaches that level, he will acquire
    the spell.
    Graphic/CLR--The graphic for the character and the color of
    the character you're using.  There are 68 graphics and 4
    color sets for each graphic.
    NOTE:  Also in the Main Characters menu is "Start Party."
    When a player starts the game, these characters will be in
    the party. Don't forget to put your characters that'll start
    the game in here!
    Now, for making dungeons.  This is going to probably be the
    littlest section, but it still may be hard for you.  The
    only way to get better at making dungeons is to play other
    people's games and look at what they did. Eventually, you'll
    get better.  I'll explain a couple of things about dungeons,
    but that's it.
    -Dungeons are EVERYTHING in this game.  No, they're not just
    dungeons, they're towns and every other area in your game.
    -If you're making a custom dungeon, you'll first be asked if
    the dungeon is inside or outside.  The dungeon parts are,
    needless to say, different for the two.  Sometimes, inside
    is a wiser choice for a few outside areas (such as entrances
    and exits to caves).
    -Wondering if characters can walk on the area you just put
    down?  Scroll over the tiles in question and bring up the
    menu.  There's a shoe icon in the top bar that shows the
    way.  If it's an x, they can't. If it's a circle, they can.
    Remember, just because it looks like a character can walk on
    tile doesn't mean he can.  The reverse is also true.
    -There's a mode button at the bottom of the dungeon creation
    menu.  It turns on/off something the game calls Auto Fix.
    It's really tough to explain what Auto Fix does, but here's
    my best shot.  Auto Fix affects only wall and ceiling tiles.
    If you have it on and place two or more of these tile types
    together, it'll join them up and make them look good.  If
    you have it off, walls and ceilings will not automatically
    be connected, i.e.,, they'll appear just as they do in the
    parts menu.  The only real reason I've found to turn it off
    is to make good-looking doorways.  If you don't get what
    this does still, play around with it a little.
    -There are two types of parts listed: Parts 1 and Parts 2.
    Parts 1 is just normal tile placement, while Parts 2 is for
    placing of a "sheet" of tiles.  Not all parts that are
    available in Parts 1 are available in Parts 2.  When placing
    a sheet of tiles, here's what you do: Press X where you want
    to start your sheet.  Then, move to where you want the sheet
    to end.  Note that you can only move down and right when
    making sheets.  Press X again. Ta-da!  Oh, and while we're
    on the subject of unavailable parts, pretty well all of the
    parts in sample dungeons are not available in custom
    -You can't modify sample dungeons unless you do it with
    events.  Basically, if you modify a sample dungeon in
    events, all you have to do use a graphic and not put in any
    event contents.
    -Under BG, there are two options: tile and wallpaper.
    Wallpaper is useful only in a few occasions, but tile is
    something you should use constantly. As long as it doesn't
    make a dungeon look too bad, use a tile background for
    walking space, as you can walk on many tile backgrounds.
    This will save you A LOT of system space.
    Monster Edit
    Next thing up on the list is Monsters.  This is one of the
    things that will truly make or break your game.  If your
    balance is bad, players won't play your game.  I'll help you
    along here.  As you are probably getting used to by now,
    I'll list the menu:
    Name                            Graphic
    Edit Attack/Treasure            Reverse
    M DEF
    More explanations, coming right up:
    Name--If I have to explain, I'm going to hurt someone.
    Graphic/Color--There are 99 monster graphics, and 4 color
    sets for each one. Pick one for your monster.
    Reverse--Change the direction a monster is facing. Generally
    quite useless.
    Edit Attack/Treasure--I'll explain this at the bottom of
    this section.  I promise.
    HP--HP a monster has.
    MP--MP a monster has.
    Attack--Has to do with damage.
    Guard--Protection from physical attacks.
    AGI--Has to do with a bunch of stuff, including the chance
    of escape, hit rate, evade, and turn order.  It's basically
    the combination of the luck and AGI stats of a character.
    M DEF--Resistance to status-changing attacks.  Only appears
    if you have M DEF on in Gameplay Edit.
    EXP--EXP your party gets for slaying the beast.
    Gold--Gold your party gets for slaying the beast.
    Now, as I promised, Edit Attack/Treasure.  Here's the basic
    Attack Patterns
        Magic DEF
    First, I'll explain your options in the abilities menu:
    No critical hits--The monster never hits critical.
    Critical Hit Up--The monster gets more critical hits.
    Double Attack--The monster gets two attacks.  Don't use this
    too often, especially in random fights.
    Multi Attack--The monster gets three attacks.  Use even less
    frequently than double attack.
    Miss 1/2 of the attacks--The monster misses half its
    2x damage--The monster gets double attack power.  Even
    though I've never used it, I still assume it only works some
    of the time.
    Auto Battle--Takes all your percentages that you put in
    attack patterns (which I'm going to explain next) and
    divides them evenly. It only affects things that you already
    marked with a percentage.  I've been told that it also makes
    the enemy fight "smarter" with stuff like cure spells, but I
    have not confirmed.  Judging from what the instruction book
    says, it seems like auto battle is only in effect some of
    the time, but again, I can't confirm or deny this.
    Now, on to the attack patterns screen.  Note that you can
    only set up to seven attacks per monster.  Here's your
    choices under the attack patterns screen:
    Normal attacks:  Guess what?  This has another sub-menu!  I
    think this is officially a sub-sub-sub-menu now.  Well,
    anyway, these are the choices:
    Normal Attack--A physical attack.
    Charge Attack--Automatically induces a counter attack from
    the attacked character, whether the character has a counter
    attack ability or not.  Does normal damage according to the
    manual.  Know what?  The manual lied.  It does double
    Poison Attack--Normal damage plus poison.
    Paralyze Attack--Normal damage plus paralysis.
    Sleep Attack--Normal damage plus sleep.
    Petrify Attack--Normal damage plus petrification.
    Critical Hit--NOT to be confused with a hit that does extra
    damage.  This will instantly kill the attacked character.
    It's probably wise not to use this except for super and
    final bosses.  It tends to make many players mad.
    Next up on the attack patterns menu is Action, which, of
    course, has a sub-menu all its own:
    Do nothing--The monster...does nothing.  Woo-hoo.
    Guard--Just like when a player guards.  Physical damage is
    cut in half for a turn.
    Flee--The monster runs.
    Self-Destruct--The monster blows up when his HP is half or
    less.  Messy, and does damage to a character.
    Steal MP--Steals MP from a character.  I don't think it
    works quite the same way as an MP stealing attack, though
    I'm not sure.  I don't use this command much.
    Hide--Basically, the enemy is dead until it comes out of
    hiding.  That includes the end of battles, too.  If enemies
    are hiding at the end of a battle, the battle is over.  I
    don't ever use this command.
    The other two (or one option if you turned S ATK's off) are
    Magic and S ATK. Those are pretty self-explanatory.
    Now, going back to the main Edit Attack/Treasure menu:
    Magic GRD--Is only available if "Use of Class" is off in
    Gameplay Edit.  If it's on, quoting from the manual,
    "enable[s]  the magic guard value set in M DEF."  If anyone
    has any idea what this does, explain it to me.  I just let
    it be, and all seems to go well.
    The Various Magic Classes (MagicA, etc.)--If you have "Use
    of Class" on, and mark one of these classes as no, then
    magic from that class will not do any damage to the enemy.
    Treasure--The percent chance the monster will drop an item
    of battle.
    Contents--The item that the monster may drop after battle.
    We're coming close to being at the end of system data! These
    next few concepts are pretty simple.  The next thing I'm
    going over is Monster Appearance.  Here's the menu, along
    with descriptions (Note to all you using manual monster
    appearance against my advice: Your menu will look the same,
    but you have to press Triangle [I think, though it might be
    X] over one of the zones that I explained way back in the
    Gameplay Edit section):
    Select Monster--Pick the monsters you want to appear in an
    Probability--Chances of encountering monsters.  I STRONGLY
    recommend that you use nothing other than 1.
    BGM--Music played for battles in the dungeon you're setting
    monsters for.
    Battle Test--I won't explain the sub-menu here, since it's
    quite simple, but I insist that you use this.  I've played
    some games that where the creator evidently didn't use
    battle test, and either EVERYTHING missed and/or did 1 or 2
    damage (including the final boss) or there were tons of
    enemies that were WAY too powerful.
    Game Info
    Onward to the Game Info screen!  Here's the menu and
    Title Name--Unsurprisingly, this is what will appear on your
    title screen.
    Scenario Name--Make ABSOLUTELY sure this is the same thing
    as the scenario name you have in the Scenario Data's Game
    Info option.  If not, the game will not load properly when
    the game command is selected from the main menu.
    Staff Name--Where you brag all about yourself for those
    whopping first four lines of credits you get.
    System Password--Generally, you'll want to put this on your
    game right before you release it to people.  Sadly, there
    are people in this world who will try to steal your ideas.
    Here's a safeguard.  Just don't lock yourself out.  Write it
    down somewhere and put it where you won't lose it.
    Delete Data--Delete EVERYTHING loaded in System Data.  You
    probably won't be using this any time soon.
    Finally, the last thing to tackle in system data is Title.
    Here's the normal stuff I give:
    Screen--Pick one of 9 choices.  The most commonly used ones
    are "Book", "Stars", and "Magic Symbol."
    BGM--The song that plays for the few seconds your title
    screen will probably be up.
    Text--Pick yes or no.  Yes displays the title of your game
    which you entered in Game Info.  The only reason you'd want
    to select no is if you've made your own title screen in
    anime maker (yeah, right) and wrote the name in on there.
    Color--The color of font your title is displayed in.  You
    get the a whopping 3 choices:  Blue, Silver, or Gold.
    Place--Where on the title screen that the name of your game
    will appear.
    Effect--How your title comes into the screen.
    Preview--Look at the prettiful title screen that you just
    That's it for system data!  Now, for Scenario Data...
    !                SCENARIO DATA                    !
    First of all, I'm going to hand out pointers on some very
    basic things that you need to be able to do.  Just because I
    say basic doesn't necessarily mean obvious, though.  For
    many of the sections in Scenario Data, I will be giving
    basic uses of how to use a particular command, how to
    actually use each command, and some more complex uses of
    each command. Also, the Game Info section will not be
    covered in this part.  Don't worry, though; it's just like
    the system one, except shorter.  All you need to keep in
    mind about it is that you want the scenario name you type in
    there to match the one you typed in for scenario name in
    System Data's Game Info,  Now, on to the basic
    scenario/event commands.
    The Basics
    First, you'll enter the event screen to find all the
    dungeons you have created so far.  Pick one to begin placing
    events in that dungeon.  Now, I want you to press Triangle.
    Along with your basic Cut, Copy, and Paste commands, you'll
    see Start Point.  You can (logically) only place one Start
    Point per scenario.  This is where the start party (set in
    system data) will begin the game, or, if you make multiple
    scenarios, the given scenario.  As soon as you place one
    Start Point, the old one is removed. Also, you need to know
    that Cut is the only way to remove events that you no longer
    want from a dungeon.  There is no delete button for events.
    Now, on to actually entering the event screen.  First, press
    X somewhere on the screen where there is no event (I'm
    assuming there probably aren't any, if you're reading this,
    but I have to make sure).  A menu will pop up with the
    choices of Create Event, Treasure Event, Duplicate Event,
    and Intro Event.  I shall presently digress and explain each
    of these commands in detail:
    Create Event--The basic event creation command.  You'll
    probably use this one the most.  It doesn't do anything
    special, but all event commands are available here.  Denoted
    by a number, somewhere between 1 and 128.  You can place no
    more than 128 of any combination of events in a dungeon.
    Treasure Event--An event that occurs once, and after that,
    does nothing. Though you will probably most often use it for
    treasures, it can be used for ANY one-time and one-time only
    event.  You set a before graphic, you set an after graphic.
    Before the event is activated, the before graphic shows, and
    after it's been activated, the after graphic shows.  Simple
    enough?  All event commands are available from the Treasure
    Event menu.  However, you can't set additional pages in
    Treasure Events, and Treasure Events can't be the target of
    Take Overs or Duplicate Events.  If you didn't understand
    that, just keep it in mind--you will soon enough.  Denoted
    by the letter T.
    Duplicate Event--Makes inaccessible copies of an event. Good
    for when you want to make large ranges of things do the same
    thing (like making a big poisonous marsh that deducts 3 HP
    from the party every time they step on it).  First, you pick
    one normal event, which we call a "base."  Really complex
    terminology, huh?  (ALL YOUR BASE ARE BELONG TO US!...oh,
    sorry, I just couldn't resist)  Anyway, then select the
    location where you want the base to be duplicated.  Poof!
    That's it.  Now, any time you modify the base, all the
    duplicates will be modified automatically. The only other
    things you need to know about Duplicate Events is that they
    can't be the targets of Take Overs or other Duplicate
    Events.  Denoted by the letter D.
    Intro Event--These are events that occur automatically when
    a player enters the screen.  You are limited to only one of
    these per dungeon.  Many commands are disabled from this
    screen.  Basically, everything works exactly like a normal
    event other than that and the fact that it doesn't use a
    graphic.  You can put down multiple pages, page conditions,
    etc.  Since Intro Events don't appear on the map, they
    obviously cannot be the targets of Take Overs or Duplicate
    Events.  The only way to access the Intro is to find a spot
    without an event on it and come to this command from the
    Now, let's head back to the basics of creating an event.
    Pick Create Event from the menu and you will see something
    like this:
    Event No 1     Page 1/1    MEM
    Event Contents:
    Page Conditions:
    Now, first of all, I want you to hit Triangle.  Another menu
    pops up. Several commands on here should be familiar to you,
    but you'll also see "Add Page (front)" and "Add Page
    (back)."  Picking Add Page (front) will basically take
    whatever you have on the current page and subsequent pages
    and push it up one page.  A blank page will take its place.
    If you pick Add Page (back), a page is added behind the page
    you're currently on.  Keep in mind that events start by
    trying to activate the page with the highest number, and
    then descend from there (Example: When the player starts the
    4 page event you create, first, the game will try to
    activate page 4, then 3, etc.).  This will be very important
    when we start to talk about page conditions.  Remember it!
    That's all I really wanted to tell you about the menu under
    Triangle.  Now, back to the screen I showed you above.
    Here is a list of what everything means in the menu I showed
    you above:
    Event No--The Event Number you're in.  Not really to
    important to remember except for Take Over events.  You can
    also see this on the outside of the event (the number that's
    inside the box).
    Page x/x--The current page you're on/the total number of
    MEM--Don't worry about this one.  It just shows how much
    memory is left in the dungeon you're putting events in.
    Event Contents--Press this to get into the event creation
    menu.  If it displays none, you haven't put anything in the
    event yet. If it displays yes, then it does have stuff in
    Graphic--You've got a bunch of choices here.  Let me list
    and explain them:
    Character--Pick one of the 68 characters.
    Object--Pick one of the 129 objects available for events.
    Color--Pick one of the 4 color sets available for the
    character or object.
    Face (direction)--Select this until the character is facing
    the direction you want him to.  Objects cannot be made to
    face a direction.
    Ghost--Makes the character or object transparent.
    No Graphic--I wonder what this does?
    Now, back to the other stuff on the main menu:
    Move--Most of these are pretty obvious.  This is how the
    event moves. You're probably going to be using this for
    characters most of the time.  The only thing worth
    explaining here is the "Flashing" choice. This is where the
    event just stands where you place it and flashes.  I,
    personally, have never used it.
    Start:  How the player activates the event.  The first part
    is what action the player must take to activate it.  Touch
    and Check are probably your most common choices.  Use Key
    and Use Item force the player to go into his inventory and
    pick the appropriate item to activate the event.  Do Not
    Start is primarily used for stuff activated through a Take
    Over. Again, if you don't understand what I'm talking about,
    just wait; you will.  The second part is just the direction
    the player can activate the event from.  I'm not going to
    list the choices here, as they are quite obvious.
    Page Conditions:  Here's a biggie.  Page conditions are
    things that must be fulfilled in order for an event to
    activate.  You cannot set page conditions for the first page
    of an event, but every other page is fair game.  Your
    choices for page conditions are:
    Switch--Pick what switch has to be on or off for the page to
    activate.  I'll explain switching in great detail later.
    Character--Used if a certain character needs to be in the
    party or can't be in the party for the page to activate.
    Item--Used if the player has to have an item or can't have
    an item for the page to activate.
    Gold--Used if the player has to have less than the entered
    amount or more than the entered amount of gold for the page
    to activate.
    Party--Used if the player has to have a particular number of
    members in his party for the page to activate.  Specified
    means the player must have that number of members in his
    party, other means the player must have a number of members
    in the party other than the one listed.
    System--Whether or not a certain Game System (those will be
    explained later in the appropriate event command) must be on
    or off for the page to activate.
    Now, even though you may not understand everything I'm about
    to type here, I'm going to give an example of a famous event
    that involves page conditions.  If you don't get it after
    reading this the first time, come back to it after reading
    the rest of the FAQ. As I said before, this is VERY
    important.  This is also a good time to tell you how I'm
    going to give examples.  In an example, I will list the menu
    just like it was when I introduced it to you.  Below the
    menu, you will see numbers like this:
    These represent event contents.  After the numbers,
    different event commands will posted, like this:
    00:Display Message:
    Anything that follows the event command (the event command
    in this case is Display Message) will be either a sub-
    command a message. Note that what I type will not
    necessarily be what you see on your RPG Maker screen. So,
    you can end up with something like this:
    00:Display Message:Message 1:(This is the example text.)
    What you see in parentheses is an actual message that will
    be displayed. Now, on to the Page Conditions example.
    Remember, if you don't know what each command does, don't
    worry.  Now, without further ado, the page conditions
    The Event 1   Page 1/2
    Event Contents: Yes
    Graphic: (Aeris custom sprite)
    Start: Check From All
    Page Conditions: None
    00:Display Message:Normal:(Flower Girl:  Well, I'd sell you
    some flowers, but it looks like you're broke.)
    The Event 1   Page 2/2
    Event Contents: Yes
    Graphic:(Aeris custom sprite)
    Start: Check From All
    Page Conditions: Have 1 Gil
    00:Display Message:Normal:(Flower Girl:  Would you like to
    buy a flower? They're only 1 gil.)
    01:2 Way Choice:Yes/No
    02:Gil -1
    03:Add item:Flower
    04:Display Message:Normal:(Flower Girl:  Thanks a lot!)
    05:Choice 2
    06:Display Message:Normal:(Flower Girl:  I'm sorry to hear
    Well, even if you didn't understand everything I just put
    down, what happens is if you approach the flower girl and
    have no Gil, she won't offer her flowers to you.  If you do,
    it's your choice whether or not to buy the flowers.  What
    you have to keep in mind is that RPG Maker is "stupid", that
    is, it will "remove" items even if you don't have them.
    Thus, if a player has to give up an item to do something,
    you need a page condition for him having the item.  If the
    player doesn't have the item and he activates the event and
    you forgot page conditions, the event will go right through
    without a hitch, except the player didn't have to actually
    possess the item to get through.  This can be a huge
    problem.  Also, the game will not remove equipped items.
    I'll explain later how you can force the player to unequip
    items.  Now, on to the event commands.
    First of all, you should know that there are 27 event
    commands.  You access the command screen by pressing X over
    the first empty slot (labeled 00) in event contents.  I know
    you only see 9 now, but if you press left and right on the
    controller, you'll be able to find the other 18. Also, you
    should know that there is a cut, copy, and paste for
    commands. It's under another menu you have to press Triangle
    to get to.  Once again, cutting is the only way to delete
    unwanted event lines.  Now, on to the actual commands:
    The 27 Event Commands
    1: Display Message
    Basic Uses--This is tied for the command you will probably
    use the most along with Move Location.  It (obviously)
    displays all your messages.  You are presented with a sub-
    menu of wonderful message types to choose from. Here are
    your choices and what they do:
    Normal--Box appears at bottom of screen, message is
    displayed.  You can put up to 12 pages of text in one normal
    message command.  Note that what RPG Maker considers a page
    differs greatly from what a computer considers a page.  You
    don't need to use separate normal message events to signify
    dialogue.  You'll use simple RPG style text, like this:
    (Text page 1)
    (Text page 2)
    As you can see in the bizarre example above, you can put
    more than one character speaking in the same event.  If you
    press L1 when typing in text, then press down one more time
    than it takes to be at the bottom line, you'll automatically
    be advanced to the next page of text.  If you string
    multiple normal message events together, it'll all look like
    the same set of text boxes, so really, you have an unlimited
    amount of pages.
    Main Character--A little bubble appears above the main
    character's head with the message.  The major drawback of
    this message type is that you can only fit 12 characters
    into the tiny space it gives you.  Pretty useless except for
    messages like "...", "!!!", "???", or "Zzzzzz..."
    Event--Same as main character, just over the event point
    Message 1--The message scrolls up from the bottom of the
    screen.  You, again, are restored to 12 pages of text.
    Breaks between this message type (when you enter two Message
    1 commands together) are characterized by long spaces of
    many lines.
    Message 2--Works the same way as a normal message, but
    displays the message in a black box in the middle of the
    Now, back out of the sub-menu, sort of...
    How do I use it?--Well, it's pretty obvious, ain't it?
    Select Display Message, pick the message type, choose Enter
    Message, and enter the message. That wasn't so painful, was
    it?  Well, if you had trouble with this, I advise you seek
    help immediately.
    Complex Uses--None.  It's a freakin' message!  What did you
    2: Move Location
    Basic Uses--This is also a pretty simple concept.  In fact,
    it's easier than Display Message.  All it does is moves the
    party to a different place.
    How do I use it?--Pick either dungeon or field.  If you pick
    dungeon, you'll be prompted for a dungeon to move to.  After
    you pick the dungeon, you'll be prompted for a location to
    move to in the dungeon.  Pick the location and you're done.
    If you pick field, you'll be prompted for a field map, and
    then you'll be prompted for a town on that field.  Pick
    those things and you're done.  You need to make sure you
    don't place anything that you want to work after a Move
    Location, though; everything after a Move Location is
    Complex Uses--Move Location isn't just for moving the party
    through a dungeon, it's for ANY time you opt for a change of
    venue. This includes flashback scenes, dreams, events
    occurring in the time warp known as "Meanwhile...", etc.  If
    cleverly used with things like making the party disappear,
    Intro Events, etc., you can make the things I listed above.
    3: Take Over
    Basic Uses--This makes one event lead into another event.
    That's it.  When an event reaches a Take Over, it just
    starts executing the event you tell it to move to.  The
    instruction book makes it sound like some sort of hellacious
    process, but it's not.
    How do I use it?--When you make a Take Over, you'll be
    prompted for the event and page you want the Take Over to
    move to.  Pick it and you're done. Quite simple, actually.
    You may also choose to Take Over to a page within the event
    the Take Over is in (e.g. Take Over from Event 1, Page 1 to
    Event 1, Page 2).  All you have to do is pick the page
    number on the option that says "The Event Page X (x being
    what page number you want)".  Know, however, that everything
    after a Take Over is ignored, and a Take Over ignores page
    conditions.  Say I make a Take Over that moves to a page
    with a condition of having an Ice Crystal.  The game will
    NOT check to see if the player has it or not, if the event
    with the condition starts from a Take Over.  Don't Take Over
    to places with page conditions, kids.  It just won't work.
    Complex Uses--Well, there aren't really any.  A Take Over is
    a pretty boring event command, actually.
    4: 2 Way Choice
    Basic Uses--Anytime you want a question with 2 choices
    answered, here's your pick.  There's a sub-menu to go with
    this one, too.  Here are the choices and explanations:
    Yes/No--The player picks either yes or no.  No maybe, no
    sometimes-always-never, just yes or no.
    2 Messages--You enter the two choices the player has to
    choose from.  You enter the first choice on the first line
    of text and the second on the second line.  Simple enough?
    Use it for stuff like, "There are guards at the door.  What
    will you do?"  and make the choices "Break through" or "Look
    for another way."
    Probability--One of the most fun things to use if you know
    how to use it properly.  You'll be prompted for a
    percentage.  The percentage you enter is the chance that
    choice 2 (NOT 1) will occur.  I'll explain some of the more
    complex uses a little later.
    Win/Loss--You need to use this right after a battle event.
    If the player wins, choice 1 will occur.  If the player
    loses, choice 2 will occur.  Note that a loss in a battle
    with this afterwards doesn't cause a Game Over.
    How do I use it?--Well, there's not a whole lot to explain
    about selecting one of the options, but I'll give you an
    example of how to set it up in an event screen:
    Event 1  Page 1/1 Event Contents: Yes Graphic: (some guy)
    Start: Check From All
    Page Conditions: None
    00:Display Message:Normal:(Do you think I'm cool?) 01:2 way
    choice:Yes/No 02:Display Message:Normal:(Hahaha, I know I
    am.) 03:Choice 2 04:Display Message:Normal:(You suck!  I
    hate you!)
    The two major things you should have noticed were the
    placements of events that occur after each choice, and the
    Choice 2 thing that popped up. I'm going to explain the
    latter of the two first.  Choice 2 appears automatically
    after you pick 2 Way Choice.  Now, for the prior.  Whatever
    you want to occur after choice 1 (Yes, in this case), you
    put directly under the 2 Way Choice command.  Whatever you
    want to have occur after choice 2 (No), you'll put under the
    choice 2 command.
    Complex Uses--If you use 2 way choices with switches, you
    can make the choice occur only once, and from there, can
    change the entire direction of the plot by activating a
    switch after each choice.  Also, you can do really neat
    things with probability.  You can use probability to make
    casino games and other cool things if you're really
    creative.  I've used it to make a pickpocketing system.  If
    you've played Parasite Eve, you should know that most chests
    had a 90% chance of giving you a "normal" item, and a 10%
    chance of getting a "good" item.  You can do that with
    probability, too.
    5: 3 Way Choice
    Basic Uses--It's a 2 way choice plus 1.  The main difference
    is the fact that you can only select 3 messages and
    Probability from the sub-menu.  I'm not going to explain
    this any further since it works exactly like a 2 way choice
    with 1 more choice.
    6: Switching
    Basic Uses--Stop it!  Don't cover your eyes!  Read this!
    Really, it's not as bad as it sounds.  Again, this is a case
    of the instruction booklet overcomplicating something.  All
    a switch is is a thing in the game that shows you've done
    something.  It's either used to make things appear or
    disappear (including areas), or simply as a page condition.
    If you want to, imagine switches as items in your inventory
    that do absolutely nothing.
    How do I use it?--The sub-menu for switches is surprisingly
    simple.  All you have to do is pick whether you're turning
    switches on or off, and what switches you're affecting.  For
    some reason, I've seen people assume that a switch number
    has something to do with an event number. THEY HAVE NOTHING
    TO DO WITH EACH OTHER!!!  Erase the thought from your mind
    completely.  The numbers have no significance; they are
    merely names so you can keep track of the switches.  Now,
    I'm going to give an example of switching.  The scenario I'm
    creating will be one where a king wants you to slay a
    dragon, and then, after you slay the dragon, he will give
    you some other quest in a distant land. I'm going to show
    how to make the switch make the dragon vanish forever, the
    king say something different, and how to open up a town and
    path on the field with a switch.  Note that the events I
    create will both be labeled as 1 (since the 2 events would
    be in different areas), but I will specify which is which by
    putting (king) by one and (dragon) by the other.  Now, the
    Event 1 (king), Page 1/3
    Event Contents: Yes
    Graphic: (king)
    Start: Check
           From All
    Page Conditions: None
    00:Display Message:Normal:(Please slay the vicious dragon
    which is terrorizing my kingdom!)
    Event 1 (dragon), Page 1/2
    Event Contents: None
    Graphic: No Graphic
    Start: (doesn't matter, since there are no contents)
    Page Conditions: None
    Event 1 (dragon), Page 2/2
    Event Contents: Yes
    Graphic: (dragon)
    Start: Check
           From All
    Page Conditions: Switch 029 off
    00:(roaring sound effect)
    01:Battle (fight with the dragon)
    02:Change Event Graphic:No Graphic
    03:Switch 029 on
    Event 1 (king), Page 2/3
    Event Contents: Yes
    Graphic: (king)
    Start: Check
           From All
    Page Conditions: Switch 029 on
    00:Display Message:Normal:(Good job defeating the dragon!
    Now I want you to kill the Unicorn in the Distant Land.)
    01:Switch 030 on
    Event 1 (king), Page 3/3
    Event Contents: Yes
    Graphic: (king)
    Start: Check
           From All
    Page Conditions:Switch 030 on
    00:Display Message:Normal:(Hurry up and kill the Unicorn!)
    Now, I'll go WAY back to system data and create an area
    called Distant Land on the field map.  Assume that I already
    created the Castle and Dragon Cave (though the Dragon Cave
    isn't important at this point).  I explained this when
    explaining the field map, but I'll tell you about the
    important part again, since it has to do with switching.
    When you create "Distant Land", it'll prompt you for, among
    other things, "Appear."  If you set "Appear: Switch 030 on",
    "Distant Land" won't appear until after you've slain the
    dragon and talked to the king.  Now, create a path as usual
    from the Castle to the Distant Land.  Set "Appear: Switch
    030 on" and "Move: Always."  Now, the scenario will play out
    like this:  If you talk to the king before slaying the
    dragon, he'll say what's on his first page.  Go to the
    Dragon Cave and slay the dragon, and the dragon will never
    reappear due to switch 029 being turned on.  Also due to the
    switch, if you go back and talk to the king, he'll say
    what's in his second page of contents. Talking to him also
    turns switch 030 on.  Talk to him again, and you'll get a
    different message, the one that's in his third page.  Switch
    030 did this, as well as opened up "Distant Land", and the
    path to it from the Castle.  This may have been a lot of
    writing, but the concept is actually very simple.  If you
    don't understand, try setting up the scenario above
    yourself.  Also, if you think you're going to use a lot of
    switches, I'd advise you keep a notebook of what switches
    are activated when.  If you or someone else finds a problem
    with a switch somewhere, you can find the source very
    quickly as long as you have a notebook of switches.  If not,
    things can get very messy, very fast. You're also much more
    likely to lose track of what switches you have and haven't
    used if you don't use a notebook.  Final note:  The max
    limit on switches is 500, but don't worry about exceeding it
    anytime soon.
    Complex Uses:  There are a ton if you become really good
    with it.  You can even make your own battle systems if you
    use them right, but such things are VERY complex, and take
    hours to do.  If you want to make a new battle system, go
    right ahead; it'll probably make you and your game very
    popular, verging on famous.  Don't ask me or anyone else how
    to do them, though; as rude as this may sound, it's true: If
    you can't make a custom battle system on your own, you can't
    make one.  A simpler complex thing (that sounds weird,
    doesn't it?) you can do is this: make townspeople say
    different things after you talk them.  To give them, say, 4
    different things to say, have the first page turn on switch
    001, the second page turns switch 002 on and has a condition
    of switch 001 being on, etc., until you get to the last
    page, at which point you turn all those switches off.  This
    is also the kind of thing that will burn your switches up
    like mad, but go ahead and use if it you're not going to
    have a bunch of townspeople.
    7: Change Screen
    Basic Uses--Change Screen is used when you want the screen
    to change colors or move.  Pretty self-explanatory, no?
    There are sub-options, of course, for what kinds of changes
    you want to occur. Here they are, and what each one does:
    Shift Screen--You can make the screen move up to 65 spaces
    in any direction. Note that the screen will not shift back
    unless you use the next command.
    Default Screen--Moves the screen back after a shift.
    Flash Screen--Quickly flash a bright light on the screen.
    Good for several things when combined with sound effects,
    such as flash lightning and a character getting hit.
    Swing Screen--Moves the screen back and forth a couple of
    times.  Primarily used with sound effects to generate an
    earthquake effect.
    Change Color--The color of the screen is changed to the one
    you specify by your modifications of the Red, Green, and
    Blue present. This has myriad uses, including used for
    fires, flashbacks, darkness, etc. The screen stays like this
    until you use the next command.  You also have the choice of
    just changing certain elements: You can change only
    Character Color, only Map Color, only Event Color, or any
    combination of the above. (NOTE:  I'm not perfectly sure
    about the names of the options, but I know they pretty well
    have the effects they imply.)
    Default Color--Restores the color to Red 16, Blue 16, Green
    How do I use it?--You pick the command and one of the sub-
    options.  With Shift Screen, you pick the number of spaces
    the screen will move and the direction it will move in.
    With Change Color, you modify the amounts of Red, Green, and
    Blue in the screen to get the color the way you want it.
    Complex Uses--Change color can be used to make characters
    "blush" if you change only character (or event, in the case
    of another person) color without changing any of the others.
    Think about other ways change color can be used inventively.
    There are plenty out there.
    8: Inventory
    Basic Uses--You use this to add or subtract Gold or items
    from the player's inventory.  Generally, you'll use it for
    treasure boxes.
    How do I use it?--This is yet another very simple command.
    You choose either Add Item, Remove Item, or Gold.  The first
    two are pretty self-explanatory.  When you want to add Gold
    to the player's inventory, pick Gold and a positive number.
    When you want to remove it, pick Gold and a negative number.
    The main thing to keep in mind here is that you can't remove
    equipped items from a player's inventory.  There is,
    however, a way to get around this...I'll explain that down
    with the Game System command.
    Complex Uses--With a few other commands, you can use the
    inventory commands and page conditions to create a
    blacksmithing system, or your own unique shop system.  These
    kinds of things can add A LOT to a game.
    9: Wait
    Basic Uses--I'm gonna explain everything here, as it is the
    simplest command to explain.  All it is is a period of time
    where the controller is disabled, somewhere between 0.1
    seconds and 24-ish (I think 24.6) seconds.  You simply use
    it for pauses, moments of silence if you will.
    10: Event Status
    Basic Uses--Event Status is used simply to do something to
    the event you're using.  There's a bunch of sub-commands for
    this one.  Here they all are:
    Event Direction--The direction you want the event to turn at
    any given time.
    Move Event--Move the event any direction, a certain number
    of spaces.
    Move to Point--Move the event to any given point.  Note,
    however, that the game will not pay any attention to the
    path taken to the point, so even if the character will be
    walking through an object, the game will allow it.
    Flashing Event--Make an event flash for a specified amount
    of time.  Good for killing off characters or for
    Turn Right--The event makes a full 360 degree turn, starting
    by turning right.  Often, this is used to represent dancing.
    Turn Left--The same as above, just beginning by going left.
    Change Event Graphic--Changes the event graphic temporarily.
    I'm pretty sure the duration of this change, however, is
    only as long as you're still in the specified event.  The
    graphic will return to normal after the event plays out if
    you don't use a switch, the Unable to Execute command, or
    something similar.
    Unable to Execute--Prevents the player from activating the
    event as long as he is in a particular room.  The event will
    reset, however, after the player exits and re-enters the
    How do I use it?--Using this command is very simple--just
    pick a sub-option and go.  A few of them require you to
    specify things, but they're self-explanatory.
    Complex Uses--Unable to Execute is also an excellent thing
    to use in a non-random battle system.  Just stick this at
    the end of each battle, and enemies won't regenerate until
    the player leaves the room.
    11: Party Display
    Basic Uses--Party Display is used whenever you want to
    change how a party member or the entire party looks.  As
    usual, there are sub- commands.  Here they are:
    Disappear--Makes the entire party disappear.  This doesn't
    stop until you use Default.
    Ghost--Makes the party transparent.  Again, this doesn't
    wear off until you use Default.
    Default--Removes the effects of the rest of the Party
    Display commands,
    Flashing--Works just like "Flashing Event" in Event Status.
    Main Character--Changes the graphic of a particular
    character in the party (not just the one in the lead).  I'm
    not sure if Default restores the character to his default
    graphic, as I have never used the command.
    How do I use it?--Again, just pick a sub-command and go.
    Very simple, really.
    Complex Uses--Use Disappear in conjunction with several
    other things to make a cut-scene where the main party isn't
    involved.  Main Character can be used for a point when a
    party member changes skill (as long as it's not in a skill
    shop--at least, a skill shop in the normal sense).  If you
    played FF4, think of the point where Cecil (SPOILER, for
    those who haven't played it) changes from a Dark Knight to a
    Paladin, minus the level drop.
    12: Party Members
    Basic Uses--Generally used for changing party members.
    That's really just about it.
    How do I use it?--You'll be presented with a very simple
    sub-menu when you select the command.  Add and remove
    characters do just that, and Change Whole Party allows you
    to reconfigure the whole party at once.  That said, the only
    thing left to explain is Move to Front, which simply moves
    the specified character to the front of the party.
    Complex Uses--Change Whole Party can be used in conjunction
    with some other commands to make a place where you can
    change party members, thus allowing you to have more than 4
    members in the party (but not the ACTIVE party, just the
    party in general).  Don't ask me how to do this, however.
    I've never used a party-changing room.
    13: Move Party
    Basic Uses--Guess what?  This command moves the party in
    some way, shape, or form.  Here's the sub-commands:
    Character Direction--Makes the lead character (and ONLY the
    lead character) change directions.
    Move Party--Move the party x number of spaces in a given
    Move Party to Point--Works just like Move to Point in Event
    Status.  The same warning goes with this, too.
    Gather Party Members--Brings all the characters up to the
    tile the lead character is standing on.  This is almost
    utterly worthless, as it lasts only as long as the player
    doesn't move the characters.
    How do I use it?--As is becoming habitual by now, just pick
    a sub-command and go.  Most of these will ask you to specify
    some self- explanatory things again.  Of course, since
    they're self-explanatory, I won't explain.
    Complex Uses--There aren't any.  After all, it is just
    14: Party Status
    Basic Uses--Allows you to modify the physical status (i.e.
    NOT stuff like Strength, just temporary things) of the
    entire party.
    How do I use it?--Here's another self-explanatory sub-menu.
    Your options are Poison, Paralyze, Petrify, Restore Status,
    HP, MP, and Increase EXP. Anybody care to take a stab at
    what each does?  All you really need to know is that you can
    increase or decrease HP and MP through their respective
    commands by setting positive or negative numbers.  Oh, yeah,
    and keep in mind that if you give a character enough
    experience to level up through Increase Experience, the
    character will still have to fight in and survive another
    battle before he actually does.
    Complex Uses--The HP, MP, and Restore Status commands can
    allow you to develop a Tent-type item that can only be used
    at save points if you use a 3 way choice and some page
    conditions.  If you want to know how to do this, you can
    always email me.  It's somewhat lengthy, so I can't fully
    explain it here.
    15: Character Status
    Basic Uses--THIS is how you modify permanent stats, such as
    strength.  There are also a few other things you can do in
    this menu.  Here are the sub-commands:
    Learn Magic--This gives a certain character a certain spell
    OR S ATK. Unlike the name implies, it can be used for both.
    Change Skill--Changes the skill of a given character.
    Remove Equip--Takes ALL the equipment off a specified
    character.  Good for when characters leave the party, but
    you don't want them to take their equipment with them.
    Change STR, DEF, etc.--Changes the stat you pick, up or
    down, by the amount you put in.
    How do I use it?--Surprise!  This, too, is fiendishly
    simple.  Just follow the self-explanatory sub-menus.  It's
    amazing that a game with such a hard manual to understand
    has such simple sub-menus, isn't it?
    Complex Uses--There are tons of them.  Learn Magic can be
    used to make a system where characters gain magic ONLY by
    doing things, and not by leveling up.  With page conditions
    and Remove Item, you can make an enemy skills system similar
    to FF8's.  The stat-changing commands allow you to make a
    non-random battle system where levels are irrelevant, and
    characters gain random stat-ups after a battle when used in
    conjunction with several 2 and 3 Way Choices.  There are
    plenty more, I just can't list them all here.
    16: BGM
    Basic Uses--Changes the game's music in some way.  This is a
    simple and usually infrequently used command.
    How do I use it?--From the sub-menu you get when you select
    the command, you can change the track that's playing, the
    volume of the music, the tempo, and the reverb.  This is
    really quite a boring command.
    Complex Uses--There are none.
    17: Sound Effect
    Basic Uses--Well, you just place a sound effect somewhere in
    the game. La-dee-frickin'-da.
    How do I use it?--You pick one of the 78 sound effects, then
    you pick one of the 19 pitches for it.  Wow, that was
    Complex Uses--On occasion, people have actually been known
    to compose songs entirely out of sound effects when they use
    them in conjunction with Wait. Keep in mind, though, that
    you can't have anything happen while a song is going on if
    you made it with sound effects, and songs usually take
    several hours to compose.
    18: Shop
    Basic Uses--Unless you intend to create a custom shop
    system, this is what you'll be using for all your shops and
    inns in the game. Here's a listing of the shop types, and
    what each one does:
    Inn--Set an amount of Gold the player has to spend to stay
    the night. That's all there is to it.  The game even has a
    couple of default messages programmed into it that'll be
    used when you use Inn.  Inns, however, will not restore the
    party's status, so if you want that, you'll have to add it
    in as a separate command.
    Item--Used to sell any items you created.  This includes
    weapons, armor, and anything else you've made.  Sadly, there
    are no default messages for this or any shop that follows.
    Skill--Shops that allow the characters to change skills.
    Trade--I've never seen this used, and I've never seen a
    reason to use it.  I may be wrong (since I've never used
    it), but the way I understand it, it's basically like
    selling items and then turning around and buying some, with
    a few exceptions.  First, you never actually get the Gold
    for "selling" the items.  Secondly, since you never get the
    Gold, you don't get change if you go over the price.
    Finally, you can't exchange the same items.  If this seems
    to complex, don't use it.  Even if it doesn't, still, I
    wouldn't use it.
    How do I use it?--As usual, all the real explanation was in
    the sub-command list.  The menus themselves are very easy to
    operate.  All you need to know is that you cannot set more
    than eight items for sale in a given shop.
    Complex Uses--About the only complex use with this is using
    it in conjunction with a 2 or 3 Way Choice.  You can have
    one guy have separate shops for everything.  That's really
    not THAT complex.
    19: Battle
    Basic Uses--This is used any time you want an event-induced
    battle, like talking to some angry townsperson.  Also, this
    is used for bosses.
    How do I use it?--You'll select the monsters you want in the
    battle and the battle's BGM.  If you want the battle to end
    after a certain number of turns, you have an option to do
    so.  When you select Battle Till End, you'll also find that
    you have the choice of ending the battle of x turns.  This
    isn't all that useful, but it can be used on occasion.  Note
    that the player cannot run from event-induced battles, and
    he can't view an enemy's stats in an event-induced battle
    via magic or items.
    Complex Uses--Again, there are none.  It is what it says,
    nothing more.
    20: Game System
    Basic Uses--This is used to change something major about how
    a game works. Here are the sub-commands:
    Magic--Turn the use of Magic on or off.  Sadly, there's no
    command like this for physical attacks, so you can't make
    places like the Fanatics' Tower in FF6.
    Level--Turn the gain of EXP on or off.  This is pretty well
    Equip--In this command, you're given a list of parts of the
    body to shut equipment off for.  This is most useful when
    using a blacksmithing system. I'll go into more detail in
    Complex Uses.
    Skill--Turn the ability to acquire skills on or off.  Again,
    quite useless.
    Gold--Turn the ability to acquire Gold on or off.  Do things
    get more worthless?
    Monster--Finally, something useful.  This command will allow
    you to turn random encounters on and off.  This is great for
    places that you make safe for travel, like clearing a path
    for a village.
    How do I use it?--It usually isn't using it that's tricky,
    it's remembering to turn a given system back on that can be
    confusing.  At the entrance to the dungeon, there should be
    an intro event to turn a system off.  At all exits, there
    should be a Game System on event to counteract this effect.
    For example, if you turned monsters off at the beginning of
    a dungeon, you should have an event that looks like this at
    the every possible exit point:
    Event 1, Page 1/1
    Event Contents: Yes
    Graphic: No Graphic
    Start: Touch
           From All
    00:Game System:Monster:On
    01:Move Location:Field:Wherever
    Understand?  If not, you probably won't use Game Systems in
    your first game, so don't worry.
    Complex Uses--One of the best uses for Game System is in a
    blacksmithing system.  There's always the hassle of trying
    to find a sure- fire way of getting an item out of the
    player's inventory.  Since you can't remove equipped items,
    you have to make sure the player doesn't have the item
    equipped.  This is how you do it:  In a blacksmithing event,
    make sure to turn the appropriate part of the body off (Head
    for helmets, both arms for weapons or shields, etc.).
    Immediately after, remove the item from the player's
    inventory.  Finally, before the event ends, turn the systems
    that you just turned off back on.  This will unequip a
    certain part of the body. Don't forget to remind the player
    you unequipped that part of the body!
    21: Effect
    Basic Uses--Just creates a special effect on screen.
    Optionally, you can use a sound effect with it.
    How do I use it?--Well, you designate the effect type (which
    is defaultly Explosion), then the location of the effect
    (defaultly Main Character) and finally the sound effect for
    the effect.  Finally, hit preview to see what the effect
    will look and sound like.
    Complex Uses--There aren't any.
    22: Display Title
    I REALLY hope I don't need to explain this.  All it does is
    displays the title you made in System Data.  Thus, I shall
    go no further in my explanation.
    23: Ending
    Basic Uses--You use it to either roll the credits, or to
    take snapshots for the credits.
    How do I use it?--Well, you just pick ending or snapshot.
    Ending...ends the game.  Snapshot will basically take a
    picture of wherever you put it and show the pictures during
    the credits.  You can take up to 20 snapshots for the
    credits.  During a Test Play, a flash and camera sound will
    occur when there is a snapshot taken.  Note that this will
    NOT occur during the normal game.
    Complex Uses--There are none, at least, not directly for
    this command. However, you should know that you can make
    your own credits (usually using message 1) so you can put
    stuff after the credits.  Nothing will work after the normal
    ending command, so make your own credits if you want
    something special to happen after the credits.
    24: Prohibit Escape
    Just like Display Title, this only needs a little
    explanation.  All this does is prevent escape magic or items
    from being used in a dungeon.  When the player leaves the
    dungeon (Remember:  Dungeon means room in RPG Maker terms.
    Don't forget that!) he will be able to use escape
    magic/items again, so there is no "Turn Escape On" command.
    25: Save Point
    I love these simple explanations, don't you?  This takes the
    player into the memory card screen so he can save his game.
    That's it.
    26: Next Scenario
    Basic Uses--Well, you probably won't be using this command
    any time soon if you're new to RPG Maker, but it allows you
    to make a game that spans several memory cards.  Though you
    are limited in the amount of System Data you can make,
    Scenario Data is unlimited.
    How do I use it?--Just enter the name of the next scenario.
    Don't make any mistakes!  Also, just like on a disc change,
    you should warn the player of a scenario change.  Put a
    message that says something like, "Insert memory card with
    Scenario Data B, (Title of Scenario), on it now. (Press X
    when ready.)"  To create a second scenario, you need to load
    up your System Data but NOT your Scenario Data.  Now, start
    creating a new scenario from scratch that has a different
    name from the first one and starts where the first one ends.
    Don't forget to set another start point.  Also, make
    absolutely sure you don't overwrite your old scenario!
    Complex Uses--The Scenario Name appears in the middle-right
    (sorry, that's the best way I can explain it.) part of a
    save file.  If you have many one-block scenarios, you can
    make "Chapters", like Chrono Trigger had.  Each part of the
    game can have a different name.  I've never seen anyone do
    this, however, so be warned that not everyone may react
    positively to such a change.
    27: Exit Event
    Basic Uses--RPGM's creators obviously put this command in
    just so they would have 27 commands instead of 26.  All it
    does is stop an event where it is.  This should not be used
    in the normal game.  The only possible thing that you could
    use this for is to stop your 15 minute cut-scene in a Test
    Play when you don't want to watch the whole thing.  Of
    course, nothing is going to execute after this command, so
    I'd think you'd have a pretty hard time even using it
    effectively in a Test Play...Basically, don't use it.
    There's no reason to.
    !                  CONCLUSION                     !
    Well, I hope you understand things a bit better now.  This
    FAQ should be enough to get you well on your way to learning
    how to make your first RPG. Keep it by your side as you make
    your first game, and use it often.  If you have any
    questions that aren't answered here, email me at
    diasflac84@hotmail.com.  You can send comments there, too,
    if this thing really helps you.  Come visit me and my fellow
    RPG Makers at the GameFAQs board for RPG Maker
    (www.gamefaqs.com).  Just type "RPG Maker" into the search
    box at the left of the webpage and click on "Board" once you
    find it. Have fun with RPG Maker!
    !            A WORD BY KURO MADOUSHI              !
    Dias Flac is a veteran member of the RPG Maker message board
    at GameFAQs, unarguably the most popular person there. For
    quite some time, he has been there, making intelligent posts
    and offering help to newbies. Due to his vast knowledge of
    RPG Maker, many people on the board, including myself and
    other friends, wanted Dias to make a FAQ. Well, he finally
    did it.
    I have a little experience writing mediocre FAQs and biased
    reviews, but I offered to format the guide for him, and
    being the kind person that he is, he gladly let me. Here in
    this little section he let me make, I want to honor him very
    much. Let's all give him a weird, individual round of
    !                  LEGAL INFO                     !
    You have my permission to put this FAQ on your site as long
    as you don't use it to make money, directly or indirectly,
    as long as you email me the URL of your website, and as long
    as you give Kuro and me proper credit.  Basically, use
    common sense and courtesy.
    This document is copyright 2002 by Jerrod Peach. All rights

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