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| _/| ___/ / __ / \\__ \ | |/ // __ \| _ \
| | \| | \ \_\ \ | /\_/\ |/ __ \| < | __/| | \/
|__|___/|__| \_____/ |_/ \_|\____/|_|__\\____\|_|
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O===========================================================O
| |
| Luke’s RPG Maker 3 |
| Help/Strategy Guide |
| Started On: October 3, 2008 |
| Release Date: October 13, 2008 |
| Author: Luke (GoalieGuy6) |
| |
O===========================================================O
-------------------------------------------------------------
O===========================================================O
| Table of Contents |
O===========================================================O
In order to help find what you are looking for in this guide,
I have implemented a CTRL+F system. If you do not know what
this is, hold CTRL, and then press F. A box should pop up,
where you just have to type in the code in parentheses after
the section you are looking for, then click find.
A. Introduction.........................................(A00)
B. Version History......................................(B00)
C. Game Information.....................................(C00)
D. Title Screen.........................................(D00)
1. Edit..............................................(D10)
2. Play..............................................(D20)
3. Options...........................................(D30)
E. Playing the Sample Game..............................(E00)
1. Game Screen.......................................(E10)
2. Menu..............................................(E20)
3. Battling..........................................(E30)
a. Treasure Screen................................(E3a)
F. Editors..............................................(F00)
1. The World.........................................(F10)
a. Field Editor...................................(F1a)
b. Town Editor....................................(F1b)
c. Dungeon Editor.................................(F1c)
d. Layout Editor..................................(F1d)
2. Characters & Items................................(F20)
a. Classes........................................(F2a)
b. People.........................................(F2b)
c. Monsters.......................................(F2c)
d. Monster Parties................................(F2d)
e. Items..........................................(F2e)
3. Story and Rules...................................(F30)
a. Storyteller Editor.............................(F3a)
b. Events.........................................(F3b)
c. Story Settings.................................(F3c)
d. Playtest.......................................(F3d)
4. Data management...................................(F40)
a. Load...........................................(F4a)
b. Save...........................................(F4b)
c. Database.......................................(F4c)
G. The World............................................(G00)
1. Field Editor......................................(G10)
2. Town Editor.......................................(G20)
3. Dungeon Editor....................................(G30)
4. Layout Editor.....................................(G40)
H. Characters & Items...................................(H00)
1. Classes...........................................(H10)
2. People............................................(H20)
3. Monsters..........................................(H30)
4. Monster Parties...................................(H40)
5. Items.............................................(H50)
I. Story and Rules......................................(I00)
1. Storyteller Editor................................(I10)
2. Events............................................(I20)
3. Story Settings....................................(I30)
4. Playtest..........................................(I40)
J. Data Management......................................(J00)
1. Load..............................................(J10)
2. Save..............................................(J20)
3. Database..........................................(J30)
K. Events...............................................(K00)
1. Modes.............................................(K10)
2. Events............................................(K20)
a. Display........................................(K2a)
b. Control........................................(K2b)
c. Property Control...............................(K2c)
d. Party Control..................................(K2d)
e. Effects........................................(K2e)
L. Secrets/Tips & Hints.................................(L00)
1. Extra Game Space..................................(L10)
2. Weapon Equip Trick................................(L20)
3. Reputation System.................................(L30)
4. Creating Secret Areas.............................(L40)
5. Larger Towns/Cities.*NEW*.........................(L50)
M. Additional Game Mechanics............................(M00)
1. Playtesting/Debug Menu............................(M10)
2. Field Creation Editor.............................(M20)
3. Dungeon Creation Editor...........................(M30)
4. Special Editor Access.............................(M40)
a. Building Editor................................(M4a)
b. Decoration Editor..............................(M4b)
c. Save Point Editor..............................(M4c)
d. Special Skill Editor...........................(M4d)
5. Creating A Good Game..............................(M50)
a. Create A Main Character........................(M5a)
b. Create Partners................................(M5b)
c. Create A Bad Guy...............................(M5c)
d. Write A Storyline..............................(M5d)
e. Design The World...............................(M5e)
f. Create Enemies.................................(M5f)
g. Creating NPCs..................................(M5g)
h. Create Items...................................(M5h)
i. Create Events..................................(M5i)
j. Layout Editor..................................(M5j)
k. Game Settings..................................(M5k)
l. Test Play......................................(M5l)
6. Experience Table..................................(M60)
N. Contact Info.........................................(N00)
O. Credits..............................................(O00)
P. Cool Stuff To Know About This Guide..................(P00)
Q. References/Resources.................................(Q00)
R. Copyright/Legal Info.................................(R00)
S. Need More Help?.*NEW*................................(S00)
O===========================================================O
| Introduction (A00) |
O===========================================================O
Welcome to my RPG Maker 3 FAQ/Strategy Guide, your full
resource to the world of RPG Maker 3. Included in this guide
is help with every category, from playing someone’s game,
down to every last script. If you wish to use this guide,
you may print it, but it may not be printed for any other
use, as is stated in the copyright info. I think RPG Maker 3
(here on out known as RPGM3) is a great game for any young
designer, regardless of the E-10 rating. This guide is great
for anybody who has any trouble understanding any part of the
game. Without further ado, I present the actual guide.
O===========================================================O
| Version History (B00) |
O===========================================================O
New To The Guide
Version 1.6
-Added Larger Towns Trick
-Added A "Need More Help?" Section
Version 1.5
-Added EXP Table
-All New Features Now Say *NEW* in The Table of Contents.
Version 1.4
-Added Extra Game Space/Weapon Equip Trick
Version 1.3
-Added Secrets/Tips & Hints
Version 1.2
-Added Creating A Good Game
Version 1.1
-Added Debug Menu
-Added Events
Version 1.0
-First Version
Soon to Come
-Dear Brave Heart Walkthrough
-More information and help with events, variables, etc.
-More Tips and Tricks
Guide Length Milestones
-Reached 6,000 Words on.................December 20, 2008
-Reached 10,000 Words on.................December 23, 2008
-Reached 14,000 Words on.................December 26, 2008
-Reached 18,000 Words on.................December 28, 2008
-Reached 40,000 Total Characters on......December 21, 2008
-Reached 80,000 Total Characters on......December 24, 2008
-Reached 120,000 Total Characters on......December 27, 2008
-Reached 6,000 Spaces on................December 21, 2008
-Reached 12,000 Spaces on................December 23, 2008
-Reached 18,000 Spaces on................December 25, 2008
-Reached 24,000 Spaces on................December 28, 2008
-Reached 30,000 Spaces on................January 17, 2009
-Reached 1,200 Lines on.................December 21, 2008
-Reached 2,000 Lines on.................December 26, 2008
-Reached 2,800 Lines on.................December 29, 2008
Version Dates
-December 16, 2008 – Version 1.0 Began
-December 21, 2008 – Version 1.0 Completed
-December 22, 2008 – Version 1.1 Began
-December 24, 2008 – Version 1.1 Completed
-December 26, 2008 – Version 1.2 Began
-December 28, 2008 – Version 1.2 Completed
-December 30, 2008 – Version 1.3 Began
-January 1, 2009 – Version 1.3 Completed
-January 4, 2009 – Version 1.4 Began
-January 6, 2009 – Version 1.4 Completed
-January 16, 2009 – Version 1.5 Began
-January 22, 2009 – Version 1.5 Completed
-January 24, 2009 - Version 1.6 Began
O===========================================================O
| Game Information (C00) |
O===========================================================O
Platform: PlayStation2
Developer: Agetec Inc.
Players: 1
ESRB Rating: E-10
Game Description: RPG Maker 3 is a great game for young
designers. It is easy for almost anyone to create a game,
and all you must provide is your ideas. Included is some
sample data, which you are free to use however you wish, and a
sample game you may want to try before you start creating, so
you can see what RPGM3 is capable of.
O===========================================================O
| Title Screen (D00) |
O===========================================================O
Whenever you start up RPGM3, you will be taken to the title
screen. From here, you can choose 1 of 3 different options.
These options are edit, play, and options, each of which is
explained in further detail below.
O---------------------------------------------O
| Edit (D10) |
O---------------------------------------------O
This is the button you will select most if you are creating a
game. It will take you to the editor screen, which is
explained later on in the guide.
O---------------------------------------------O
| Play (D20) |
O---------------------------------------------O
This is the option you should choose if you want to play
either your game, someone else’s game, or the sample game.
When you press play, you will have the option to load a game
you or someone else has created from a memory card, or you
can choose to play the sample game, Dear Brave Heart. When
you choose the game to play, you will be given the option to
start or continue. Choose start to create a new game, or
continue to load a previously saved game.
O---------------------------------------------O
| Options (D30) |
O---------------------------------------------O
You will probably only use the option once or twice. When
you press options, you will be taken to the options menu,
where you can change various things. All the options in the
menu are listed below, along with what they do.
BGM Volume – This option allows you to change the volume of
the background music in the editor.
SFX Volume – This option allows you to change the volume of
the sound effects in the editor.
Editor Background – This option allows you to change the
background in the editor.
Editor BGM – This option allows you to change the background
music for the editor.
HDD Install – This lets you install RPGM3 data to the
internal hard disk drive.
HDD Uninstall – This lets you uninstall RPGM3 data to the
internal hard disk drive.
Reset Database – Deletes all data from the currently loaded
database. You will not be able to recover deleted data.
Credits – This shows you the developer credits.
String Input Type – This allows you to change what the
keyboard looks like when you are typing things in.
O===========================================================O
| Playing the Sample Game (E00) |
O===========================================================O
Before you jump in and start creating your own RPG, it would
be a good idea to play the sample game “Dear Brave Heart”.
This gives you an idea of what your game will look like when
it is done, and allows you to see what RPGM3 is capable of
making.
O---------------------------------------------O
| Game Screen (E10) |
O---------------------------------------------O
When playing a game created with RPGM3, you will see a few
things on the game screen. In the center is your character,
controlled with the left analog stick. On the top left, you
will see the name of the region/map you are currently in.
The compass in the top right shows you which way your
character is currently facing. Next to the compass the
current time in the game is displayed, indicated by position
of the sun/moon. When you approach an object or character
that has an event attached to it, a yellow exclamation point
will appear below the time indicator. Press X to trigger the
event. In order to save your game, you need to find a save
point, which can be found anywhere depending on where the
game creator decided to put them. There are 3 save slots to
choose from, so up to 3 people can be playing the same game
at a time. If you are in a field map, you can simply choose
the save option in the configuration menu to save.
O---------------------------------------------O
| Menu (E20) |
O---------------------------------------------O
To access the menu during gameplay, press the [] button.
The menu displays various information for each character in
your party. You can view status information, items, skills,
formation, and the configuration screen. Under status, you
can see your characters current stats, such as hitpoints,
strength and defense attributes, race, class, exp, etc.
Under items you can choose to use an item, equip or unequip
an item. Equipped items have an “E” to the left of them.
You can also give an item to another member of your party, or
discard an item. Under skills you can view the skills your
character has learned, and use them if applicable. Formation
lets you view your party’s formation, along with the ability
to change the current leader. You can move characters by
selecting them with X, and moving them with the left analog
stick or d-pad. Characters in front get attacked more often,
but characters in the back need a ranged weapon to attack.
In the configuration menu, you have the following options.
BGM Volume - Change the volume of the background music.
SFX Volume - Change the volume of the sound effects.
Save - Lets you save your game. (This is only available if
you are on a field map.)
Return to Title Screen - Quits the game and takes you back to
the title screen.
O---------------------------------------------O
| Battling (E30) |
O---------------------------------------------O
When you enter a battle, your game screen will change. You
will have a broad view of your party and the monster party.
In the top-left is still displayed the name of the map/region
you are in. At the bottom of the screen your party is
located, whereas the monster party is at the top of the
screen. At the bottom-right of the screen your party’s info
is displayed.
On your turn, you will have a menu which you can choose
different actions from. Use the d-pad to select an option,
and press X to choose that option. The options, along with
what they do, are listed below.
Attack – Allows your character to make a direct attack. You
must choose an enemy to attack, and that enemy must be in the
first row unless your character has a ranged weapon.
Defense – This option makes your character go into defensive
mode, which can reduce the amount of damage your character
takes from enemy attacks.
Use Items – This allows you to use an item you have in your
inventory. Depending on what the item does, you may have to
choose a target.
Use Skills – This allows you to use any skill your character
has learned, as long as you have enough MP/HP. You will
usually have to choose a target.
Escape – This is the option you choose to run away from the
battle. Depending on some character stats, your chances of
escaping varies. Also, if you are in a battle that occurred
in a special event, you will not have the option to escape.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Treasure Screen (E3a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After you either open a treasure chest, or win a battle, you
will come to the treasure screen. The treasure screen gives
you any gold, experience, and/or items that you earned. If a
character receiving an item does not have enough room in
their inventory for the item, you will have to rearrange some
items, and possibly discard some.
O===========================================================O
| Editors (F00) |
O===========================================================O
If you can’t figure out how to use the editors, you can’t
make a game period. The editors are what are used to create
everything in your game. There are various different editors
you can use, but there are also a lot of options you must use
in every editor, which are explained below.
Text Input
Every editor has a text input somewhere, whether it is for a
name or description, or some other thing. When you select a
text box, you will come to the keyboard. Move the cursor
with the d-pad, and select a character with X. Press
triangle to delete the character to the right of the cursor.
Press [] for backspace, and L3 for a space. Move the text
cursor by holding down R1, and using the d-pad.
Number Input
A lot of editors also require you to input numbers, whether
it’s for item stats, prices, etc. The number input box is
simple. Just select the number to change with X, and use the
d-pad to change the values.
Data List
When you choose an editor, you will be brought to a screen
with a list of all the data you have created in this editor.
Press X on a blank spot to create new data, or load sample
data. You can also change the order of the list. Press X on
some data to edit, delete, or make a copy of the selected
data.
O---------------------------------------------O
| The World (F10) |
O---------------------------------------------O
The World is basically everywhere your character will go in
your game. Here you will create all your landscapes, such as
a world, town, or dungeon. The layout editor is used to
place objects in your maps, such as placing buildings in a
town, towns in a world, characters in buildings, etc. Your 4
options here are field editor, town editor, dungeon editor,
and layout editor.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Field Editor (F1a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Of all the map editors, you will most likely spend the least
time in the field editor. I used it once or twice during the
process of making my game, and although I didn’t use it much,
creating a good field is a lengthy process. Explained in
more detail later on, the field editor is mostly used for
creating large regions such as continents, countries, or even
different planets for some games.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Town Editor (F1b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
You will probably be spending a fair amount of time in the
town editor, depending on the size of your game. I
definitely spent a fair amount of time in the town editor,
but fortunately the process for creating a town is not too
long. You could arguably spend less time in the town editor
than the field editor, depending on how long you much time
you put into making fields, but you probably won’t be
spending too much time here either.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Dungeon Editor (F1c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Other than the layout editor, the dungeon editor is probably
the most used. A good game on RPGM3 usually has at least 5
or 6 dungeons, each with their own distinct properties that
make the game good. When you use the dungeon editor, it is
good to think about things such as what level your player
will be around when they enter this dungeon, so you can set
up things such as trap damage. Mastery of the dungeon editor
is not required, but most good games have many great dungeons
in them.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Layout Editor (F1d) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The layout editor is definitely the editor you will spend
most of your time in. The layout editor is where you place
everything in your fields, towns, dungeons, and buildings.
You will use the layout editor to place dungeons and towns on
field maps, place people and events in dungeons, buildings in
towns, and even people in buildings. You should definitely
learn how to use the layout editor as early as possible.
O---------------------------------------------O
| Characters & Items (F20) |
O---------------------------------------------O
Characters and Items are what can make or break an RPG. Even
if the gameplay and graphics aren’t that great, when you have
characters that make the storyline good, and items that can
enhance the player’s experience, such as a key to a secret
gallery. If you don’t have any characters in your game, why
even bother calling it an RPG? Take note that you will be
spending a lot of time in this sections if you want to make a
good RPG.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Classes (F2a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Agetec’s description of classes in the instruction manual:
“In RPG Maker 3, characters can have certain occupational
classes, which confer certain skills and benefits on them.
In the Class Editor, you may create these occupational
classes. For each occupation you can set options such as
stats, fighting techniques, and magical abilities for use
in-battle.”
Note: The above was taken from the RPG Maker 3 manual.
Basically what they are saying is that classes are like jobs.
You can create many different classes, and assign each one a
character model. Along with the ability to create different
appearances for each class, you can give each class special
abilities, and set a level for a character of that class to
learn the skill at. It is not absolutely necessary to use
classes in your RPG, but they definitely make it better.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| People (F2b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
People are what make up the base of a good RPG. Without
people, your game couldn’t even be called an RPG... The
point is, you need to learn how to use this editor
effectively. People make up the basis of your entire game.
They give the main character quests, important information,
and basically run the entire storyline. It is impossible for
you to create a good RPG without using this editor.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Monsters (F2c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Although your RPG doesn’t need them, most RPGs have them.
Monsters are what players usually use to gain experience.
Throughout a good RPG, a game creator places various bosses
for the player to fight, along with random monster encounters
in most games. Monsters should be created based on what you
think the player’s stats will be at the time they fight the
monster. A monster system that is not balanced well with
player stats can easily ruin a perfectly good RPG for the
character.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Monster Parties (F2d) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Monster parties are basically groups of monsters. In order
to have battles in your game, you need to create monster
parties for the player to fight. Even if you have monsters,
there can’t be a fight without a monster party. You can
place up to 4 different monsters in a party, and you have the
ability to place them however you want. You can place a
monster in the back so the player needs a ranged weapon to
attack it, or in the front so it can make direct attacks.
When you place your monsters in a party, you need to set
their levels. You can also set items for monster parties to
drop upon being defeated, and set the probability of that
item being dropped.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Items (F2e) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Without items, you can’t have a good RPG. Most RPGs will
have the same generic items, such as weapons, armor, and
potions. Although these items are good to include in your
game, and you probably should have a variety of these items,
it is also good to place unique items in your games. For
example, in one of my RPGM3 games, I made a secret key the
player would receive from a random NPC, which gave the player
access to a special gallery full of treasure chests that gave
super items to the character. If you really want to make a
great RPG, I suggest coming up with some original ideas for
items.
O---------------------------------------------O
| Story and Rules (F30) |
O---------------------------------------------O
The story and rules section is where you can do various
things regarding your storyline, such as creating the
cutscenes that appear throughout your game. You can also set
the settings for your story, such as the main character’s
starting location, the party’s starting gold, and your game
name and author.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Storyteller Editor (F3a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The storyteller editor is where you create all the cutscenes
that appear periodically throughout most RPGs. This editor
is hard to use, and takes a while to master. Although it
isn’t necessary to use the storyteller editor, it is good to
use once you learn how, since it really helps along the
storyline, especially to create a beginning and ending to
your story.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Events (F3b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Events are what control literally everything that happens in
your game. If you can’t figure out how to use events, even
after reading help guides, then you might as well give up, or
find someone who does know how to use them. Events are what
makes characters talk, give the player quests, and change
things in the game such as weather, time of day, etc. My
advice is to learn how to code events as early as possible.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Story Settings (F3c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The story settings basically set up how the player starts out
in the world of your RPG. You can set up a starting location
here, starting gold, and enter a story name and author. You
can also choose whether or not to apply a lens flare effect
here.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Playtest (F3d) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Playtesting is basically just running a test of your game,
with a few exceptions. For example, during a playtest, you
have access to the debug menu, which you can use to edit
variables, change your location, give yourself items, edit
stats, etc. In playtest mode you can also speed up time.
O---------------------------------------------O
| Data Management (F40) |
O---------------------------------------------O
The data management section is where you can save your game
database, load a game database, or view the database. I
really don’t spend much time here, and generally only go into
data management to save and load databases.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Load (F4a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
This is just what it says. Use the load function to load a
database from a memory card.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Save (F4b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Use the save function to save your current database to the
memory card.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Database (F4c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Here you can view your entire game database. It shows you
everything you have created, from fields, all the way down to
every last item. I generally don’t use this often, except
every once in a while to see how much space I have used up
total, so I can get an idea of how much room I have to work
with.
O===========================================================O
| The World (G00) |
O===========================================================O
The World is where you will create everywhere your player
will be going in your game. You create every place here,
regardless of whether or not it is a city, a dungeon, a
building, a continent, country, planet, etc. When you select
the world, you will get four options. These four options are
as follows:
Field Editor – Allows you to create large landscapes to place
towns and dungeons on. Used to create large regions like
countries or continents.
Town Editor – Allows you to create a town by selecting from a
few different models. Used to create any town such as a
small village, large city, or anywhere in between.
Dungeon Editor – Allows you to create a dungeon manually.
Dungeon is just a generic name, since really you can use the
dungeon editor to make whatever you want, such as a cave, or
inside a tower, or even a town, although you can’t place
buildings in a dungeon.
Layout Editor – Allows you to place objects on your fields,
towns, dungeons, and in buildings. Used to place everything
in your game, such as characters, buildings, decorations,
dungeons, events, etc.
O---------------------------------------------O
| Field Editor (G10) |
O---------------------------------------------O
When you select field editor, you will be taken to your field
database. Although it gives you a lot of slots to create
fields in, you will probably use less than 3 for your first
game. When you select an empty slot, you will create a new
field. When you get into the editor, you will see a screen
with a few textboxes, along with a few options and a map on
the right. All your options are as follows:
Name – Type in a name for your field. (this will be displayed
to the player)
Description – Type in a description for your field. I
generally use this option to write a note to myself since the
player won’t see this.
Create Field – Press this button to create a new field, or
edit the field you already have.
Load Map – This gives you the option to load a premade sample
field. Beware, if you want to create your own map, making a
*good* map is a lengthy process.
Field Preview – This lets you preview your field as the
player would see it. Just select a spot on the field, and
you will appear there. Note: The red areas when you select
this are areas the player cannot go in.
Map – Below the field preview button is a map of your field.
After you are done with those, press R1 to move to the next
page. On the next page, you will find the following options:
Background Music – Set the music that will play in the
background when the player is on this field.
Climate – Set the climate for your field. Take note that
this affects how far the player can see ahead of them.
Season – Set the season for your field. This affects what
the environment looks like.
Time – Set the time of day on your field. This also affects
how the environment looks.
Weather – Set the weather on your field. This option will
also change how the environment looks.
NOTE: The default settings for season, time, and weather are
spring for season, morning for time, and sunny for weather.
If you set any to default, they will change by themselves
with the game clock.
Field Background – Turn the field background on or off.
Field Elevation – Set the elevation for your map.
Allow/Suppress Magic – Set whether or not the player can use
magic on this field. (This applies to battles on this field
too.)
Amount of Trees – Set how many trees will appear in forest
areas of your field.
Now, go to the third and final screen of the field editor by
pressing R1. The options on the third page are:
Terrain – Select the type of terrain to edit monster
encounters on. Note: You can have different monster
encounter settings for each terrain on your field by
selecting each type of terrain from this list and changing
the settings.
Random Encounter Rate – Set the probability of a monster
encounter for the player. This can change for each type of
terrain on your field. (This works well for making a fire
monster appear more often on lava terrain than on grass
terrain, and other things like that.)
Monster Parties – Set up which monster parties the player
will encounter on each terrain type. (Again, this works well
for making grass monsters appear on grass, but not on lava.)
After you finish with the encounter settings, you can press O
to leave the field editor.
NOTE: How to create a field will be explained later on, in
the Additional Game Mechanics section of the guide.
O---------------------------------------------O
| Town Editor (G20) |
O---------------------------------------------O
When you select Town Editor, you will be taken to the town
database. You will probably be making a fair amount of towns
for an average size game, but we probably won’t be filling up
the town database just yet... Now, when you select an empty
slot, you will be able to create a new town, or to load a
premade sample. Creating a new town doesn’t take too long,
but you can load a premade sample if you’re feeling rather
lazy. When you open up the town editor, you will have the
following options on page 1.
Size – This cannot be changed. It simply shows the size of
your town. You determine the size when you select what type
of town you want to make.
Name – Create a name for your town. (This will be displayed
to the player.)
Description – Write a short description of the town, or
simply a note to yourself to remember what the town is for.
(The player will not see the description.)
Graphic Type – Select a graphic to represent your town on the
field map. (This is what the town looks like from the
outside, not the inside.)
Graphic Preview – This displays the graphic you chose for
your town. Once you select it, you can use the right analog
stick to rotate the preview.
Move on to page 2 when you’re ready, which has the following:
Background Music – Select the background music you want to
play while the player is in this town.
Castle Background Music – Select the background music you
want to play while the player is in the town’s castle. (This
option only shows up for towns with castles in them.)
Allow/Suppress Magic – Set whether or not the player is
allowed to use magic in your town.
Season – Choose what season it is while the player is in your
town.
Time of Day – Choose what time of day it is while the player
is in your town.
Weather – Select the weather in your town.
Field Map Name – This cannot be changed, it simply displays
the name of the field the town is in. (It will say none if
you haven’t placed the town on a field yet.)
Now, move on to page 3, which gives you the following:
Initial Entry Setting – Choose whether or not the player is
allowed to enter this town at the start of the game. (This
can be changed at any time through an event code.)
Message – Set a message for the player to receive if they try
to enter the town when they are not allowed.
You can only get to page 4 if your town has a castle. Page 4
displays the following:
Initial Entry Setting – Set what time of day the player can
enter the town’s castle at. (This can be changed at any time
through an event code.)
Message – Set the message for the player to receive if they
try to enter the castle when they are not allowed.
The following page is also only for towns with castles. It
gives these options:
Preview Town - Preview what your town looks like. Choose a
starting point and you will be inserted into the town as if
you were a player.
Preview Castle – Inserts you into the castle as if you were a
player.
How to Use Open Land – Choose how you want to use the town’s
extra land. You can choose from three different landing pads
graphics, which allow the player to go to a town of your
choice, or you can simply make an open space.
Destination – Set the town this transport ship will take the
player to.
Cost – Set the cost for the player to use the transport ship.
After you’re done with this editor, you can press O to leave
it.
O---------------------------------------------O
| Dungeon Editor (G30) |
O---------------------------------------------O
In RPGM3, dungeon is just a generic name. You can really
use this editor to create anything you want, such as a cave,
inside a tower, or even a town. (Take note that you can’t
place buildings in a dungeon, but you can set up events that
act like doors and teleport you into a building, or even
another dungeon.) Basically what I’m saying is that you can
use the dungeon editor to create anything you can imagine.
Really, it’s possible to create an entire game without using
the town or field editors! Now, when you open up the dungeon
editor, you have the following options:
Name – Set a name for your dungeon. (This will be displayed
to the player.)
Description – Write a description of the dungeon. (This will
not be displayed to the player.)
Create Dungeon – Takes you into the dungeon creation editor,
which is explained with detail under the additional game
mechanics section.
Graphic Type – Set the graphic for your dungeon. (This is
what it looks like from the outside.)
Graphic Preview – This displays your dungeon graphic. Rotate
it with the right analog stick.
On page 2, you should see the following:
Background Music – Set the background music to play in your
dungeon.
Allow/Suppress Magic – Set whether or not the player can use
magic in your dungeon.
Type of Dungeon – Select a dungeon type. (This affects how
your dungeon looks on the inside.)
Internal Lighting – Set the lighting inside the dungeon.
(This affects how you see things inside the dungeon.)
Ceiling Height – Set how high or low the ceiling is in your
dungeon. (This affects the way the dungeon looks, but
doesn’t affect anything majorly.)
Dungeon Name – This just displays the name of your dungeon.
Secret Door – Allows you to choose a secret door for your
dungeon. In order to use this option, you must place a
secret door in your dungeon, and place a secret door option
on a field map.
Dungeon Preview – Allows you to preview your dungeon, by
placing you in it as a player at a selected point.
On page 3, you will find the following encounter settings:
Floor – Select what floor you want to edit monster encounters
on. (You can have different settings for each floor of your
dungeon.)
Probability – Select how often the player will encounter your
selected monster parties on the selected floor.
Monster Parties – Select up to four monster parties for the
player to encounter on the selected floor of the dungeon.
On page 4, you find the trap settings. It shows a trap name,
then you set the damage the party takes when they trigger
that type of trap in your damage. It is wise to take into
account when the player will enter this dungeon in your game,
so you can adjust trap damage accordingly.
After you are done with your dungeon, press O to exit the
editor.
O---------------------------------------------O
| Layout Editor (G40) |
O---------------------------------------------O
The layout editor is probably will you will spend most of
your time in the world section. When you open up the layout
editor, you will see a database, which displays every field,
town, dungeon, and building you have created. When you
select one, you will be taken into the layout editor. Once
in the layout editor, you must use the following controls to
place objects:
___________________________________________________________
| | When Placing Objects | When Moving Objects |
|-----------|------------------------|----------------------|
|X Button | Place Object | Confirm Movement |
|O Button | Cancel | Cancel |
|L1 Button | Switch Objects | Turn Object Left |
|L2 Button | None | Change Object Height |
|R1 Button | Switch Objects | Turn Object Right |
|R2 Button | None | Change Object Height |
|SELECT | Display Operation List | None |
|L Analog | Move Cursor | Move Object |
|R Analog | None | Turn Object |
|L3 Button | Zoom In | Zoom In |
|R3 Button | Zoom Out | Zoom Out |
When you press X to place an object, you will have a few
options, depending on what you are editing. Selecting an
object with X will give you the option to move, edit, copy,
or delete the object. Special Editor Access through the
layout editor is explained later on under the Additional Game
Mechanics section.
The chart below shows what type of objects you can place in
each map with the layout editor. An X indicates that you can
place that object in the specified map.
___________________________________________________
| | Field | Town | Dungeon | Building |
|---------------|-------|------|---------|----------|
|Character | | X | X | X |
|Town | X | | | |
|Dungeon | X | | | |
|Building | | X | | |
|Standard Event | X | X | X | X |
|Save Point | X | X | X | X |
|Warp Point | X | X | X | X |
|Treasure Chest | | X | X | X |
|Decoration | X | X | X | X |
|Secret Door | X | | | |
O===========================================================O
| Characters & Items (H00) |
O===========================================================O
Characters are what make up the basis of an RPG. Without
characters to help move your storyline along, I doubt your
game could even be called an RPG. Items are also one of the
main components in a basic RPG. As a matter of fact, even
the most basic RPGs make use of items throughout the story.
As I like to say, characters can either make or
break your RPG. What this means is that even if your RPG has
great gameplay, a great storyline, and has very good ideas in
it, if you don’t have characters to help the player in your
game, you might as well not make it. The same can also be
said for items, although having bad items can’t really ruin a
good game. But, on the contrary, having good items can make
any RPG a lot better.
O---------------------------------------------O
| Classes (H10) |
O---------------------------------------------O
When you select classes from the characters and items menu,
you will be taken to the class database. When you select a
blank slot, you can either create your own class, or load a
premade one. After you choose one of these options, you will
have to make another decision. You can choose to create
either a male class, a female class, or an animal class. The
type of class you choose affects the class model. After you
choose one of these class types, you will also have to choose
a weapon type for your class to wield. (You only have to
choose a weapon for new classes.) After you finish, you will
be taken into the class editor. On page 1, you will see the
following:
Name – Enter the name of your class.
Description – Enter a description of your class.
Gender – Displays the gender of your class.
Equipment – Displays what type of equipment the class can
wield.
Model Type – Choose a character model for characters of this
class.
Model Colors – Change the colors of the model you selected
from 4 preset color themes.
Model Preview – Preview your character model. Rotate with
the right analog stick.
On page 2, you will see these options:
Base HP – Set the base HP for this character class. A
character’s total HP is determined with the following
formula: Base HP + (HP Bonus * Level).
Stat Bonuses – Set bonuses for each character stat. The
bonus is how much the stat increases when the player levels
up. A list of all the stats and what they do is below. The
formula to determine a stat is: Stat Bonus * Level.
HP – HP is the character’s Hitpoints/Health. When HP reaches
0, the character dies.
MP – MP is the character’s magic points. It is required to
use magic, and is reduced by a set amount for each spell the
player uses.
STR – STR is the character’s strength. It affects the damage
the player can do with physical attacks.
AGI – AGI is the character’s agility. It affects the turn
order in battle, and how well the character can dodge
attacks.
MAG – MAG is the character’s magic power. It affects how
strong magic cast by the character is.
INT – INT is the character’s intelligence. This is only used
for an enemy of this class in battle.
DEF – DEF is the character’s defense. It affects how much
damage the character takes from physical attacks.
LUCK – LUCK is the character’s luck level. It affects how
often the character’s attack is a critical hit.
MDF – MDF is the character’s magic defense. It affects how
much damage the character takes from magical attacks.
Level Up Rate – Choose how quickly a character in this class
levels up. It changes rates by adjusting the amount of exp a
character needs to level up. An exp rate for each level up
rate is provided in the tips and hints section of this guide.
On page 3, the following options are provided for you:
Attacks – Select up to 2 special offensive traits for a
character of this class to have in battle.
Defense – Select up to 2 special defensive traits for a
character of this class to have in battle.
Special Traits – Select a special trait for any characters of
this class to have.
Weaknesses – Select a weakness for any characters of this
class to have.
On page 4, you have the option to create special skills for
characters of this class to have. The special skill editor
is explained further in the Additional Game Mechanics section
of this guide.
O---------------------------------------------O
| People (H20) |
O---------------------------------------------O
When you select people, you will be taken to your character
database. Of all the databases, I think this is the one that
people run out of space with the most. In the tips and hints
section of the guide, I will explain how to gain more space
incase you run out of room. The trick works with any
database you need more room in, but is most widely used for
the character database. When you select a blank slot in this
database, you will get the option create a new character, or
load a premade one, as always. Then, you will have to choose
from either a male character, female character, or an animal.
Once you get into the editor, you will see the following on
page 1:
Name – Give your character a name.
Description – Write a description of your character.
Race – Select the race of your character. This affects the
character in battle, because of the “strong against/weak
against whatever” special traits applied to a character
class.
Gender – Select the gender of the character. This affects
the character in battle the same way the race does, and it
affects the character model.
Battle Style – Select a battling style for this character
to use in battle. (This does not apply for characters in the
player’s party.)
Class – Select what class this character is a part of. (You
must first create a class in the class editor.)
Level – Select what level this character starts out at.
Stats – Displays all the character’s stats based on the class
and starting level you chose.
On page 2, you will find the following graphic settings:
2D Graphic Type – Select a graphic type for the 2D picture.
2D Graphic Model – Select a model for the 2D picture.
Character Model – Choose a model for your character. Note:
If you change this from the character’s class model, the
character will still appear as the class model in battle,
instead of the character model you choose.
Color Scheme – Select one of four color schemes for your
character model.
Model Preview – Displays the character model. Rotate with
the right analog stick.
On page 3, you can assign items and equipment with these
options:
Items – Select up to 10 items for the character to have at
the start of the game. (You must first create items in the
item editor.)
Starting Equipment – Select the starting equipment for the
character. First you must place the item in the character’s
inventory above, and make sure the character’s class can
equip the selected item.
On page 4, you can assign which special skills the character
starts with, based on the character class’s created skills.
It is possible to have a character start out with a skill
that they wouldn’t normally have at their starting level.
And finally, on page 5, you have the NPC event codes, which
are explained in more detail under the Events section.
O---------------------------------------------O
| Monsters (H30) |
O---------------------------------------------O
The monster editor is used to create all the enemies your
player will be fighting, with the exception of character
battles. When you load up the monster editor with either a
new or premade monster, you will get to page 1 with the below
options:
Name – Create a name for your monster.
Description – Write a description of your monster.
Size – Displays the monster size, which you chose when you
selected a slot in the database.
Graphic – Choose a graphic for your monster. Each size you
choose has different graphics.
Color Scheme – Choose a color scheme for your monster.
Preview – See a preview of what your monster looks like.
Rotate with the right analog stick.
On page 2, you will be able to customize:
Base HP – Set the monster’s Base HP. Total HP uses the same
formula as the total HP from the class section of this guide.
Stat Bonuses – The same stat bonuses you see in the class
editor, which is explained above.
Gold – Set the amount of gold the player gets for killing
this monster.
Exp – Set the amount of experience the player gets for
killing this monster.
Race – Set the race of the monster, used to determine what
races the monster is strong/weak against.
Gender – Set the gender of the monster, used the same way as
the race in battle.
Battle Style – Set a battle style for this monster. Affects
who and how the monster attacks in a battle.
On page 2, you will see the same special trait settings I
described in the class editor. You can set 2 special
offensive traits, 2 special defensive traits, 1 additional
special trait, and 1 weakness.
On page 3, you will be able to create special skills for the
monster to use in battle. The special skill editor is
described under Additional Game Mechanics.
O---------------------------------------------O
| Monster Parties (H40) |
O---------------------------------------------O
Monster parties are used to create battles between characters
and monsters. After you create a monster, you must put it
into a monster party if you want the player to fight it. You
can put up to 4 monsters in a party, as long as they can all
fit in the battle grid. For example, you can only put 1
large monster in a party, but you can put up to 4 small
monsters in a single party. On page 1 of the editor, you can
find:
Name – Name the monster party.
Description – Write a description of the monster party.
Item Drops – Select an item for the monster party to drop
upon defeat, and set the probability of the party dropping
this item.
On page 2, you will be able to set monsters for the party.
Monsters – Place up to 4 monsters in the party, as long as
you can fit them all on the battle grid.
Monster Level – Select a level for each monster.
Formation – Allows you to move the monsters in the party on a
3 x 3 grid. The amount of space each monster takes up
depends on the monster size.
Preview – Shows you what the monster party will look like in
a battle.
Stats – Shows you the stats of the selected monster, based on
it’s level.
O---------------------------------------------O
| Items (H50) |
O---------------------------------------------O
Items are what I use a lot of the time to personalize my RPG.
For example, if you place some super-cool item in your RPG,
such as “Super Sword”, which gives the player a lot of super
stat bonuses, and can only be unlocked by doing some super
secret task, it makes the game a whole lot better for the
player. When you select either new item, or premade sample,
you must select what type of item you want to make, from
item, weapon, shield, armor, accessory, or treasure. Item
is something you can create that restores stats, boosts
stats, or creates some other special affect. Treasure items
are like keys, and are used for events in the game. For
example, you could create a treasure chest that can only be
opened if you have a certain treasure item. An accessory is
an item the character brings into battle, which boosts
whatever stats you want. Once you enter the item editor, you
will see the following on page 1:
Name – Create a name for your item.
Description – Write a description of your item.
Graphic – Select a graphic for your item.
Visual Effect – Select a special visual effect for your item,
such as a glowing sword.
Preview – Displays your item graphic. Rotate with the right
analog stick.
On page 2, you will see various things, depending on what
type of item it is. I will list all the options it can show
below.
Effect – Select an effect type, and a specific effect.
Effect Area – Select how many characters the item affects.
Effect Power – Determine how effective the item is when used.
Determines damage for attacking items, and HP recovered for
healing items.
Uses – Set how many times the item can be used before it is
destroyed.
Condition – Set the condition for the item to be used. (e.g.
to create a revival ring that revives the character upon death
you would set the condition to on death.)
Extra Effect – Select an extra effect that happens upon item
use.
Price – Set how much the item costs in stores. If the item
price is set to 0, the character cannot sell or throw it away.
This is useful for creating something the character needs to
keep for something later in the game.
Attack Bonus – Set how much the item boosts the character’s
attack upon being used/equipped.
Defense Bonus – Set how much the item boosts the character’s
defense upon being used/equipped.
Stat Bonuses – Set how much the item boosts the character’s
additional stats upon being used/equipped.
Character – Select what characters can equip the item. The
item must first be equippable by the character’s class.
The following chart shows which of the above options are
shown for each type of item. An X means the option will be
shown for the designated item type.
___________________________________________________________
|Option |Item |Weapon |Armor |Accessory |Treasure |
|-----------------|-----|-------|------|----------|---------|
|Effect | X | | | | |
|Effect Area | X | | | | |
|Effect Power | X | | | | |
|Uses | X | | | | |
|Conditions | X | | | | |
|Extra Effect | X | X | X | | |
|Price | X | X | X | X | |
|Attack Bonus | | X | | | |
|Defense Bonus | | | X | | |
|Stat Bonuses | | | | X | |
|Character | | X | X | X | |
O===========================================================O
| Story and Rules (I00) |
O===========================================================O
The story and rules section is where you can edit settings
for your story, create cutscenes to play whenever you want,
view all the events in your game, and playtest.
O---------------------------------------------O
| Storyteller Editor (I10) |
O---------------------------------------------O
The storyteller editor is used to create all the cutscenes
that you can play whenever you want throughout the game.
The storyteller editor is a bit hard to learn to use, but
once you get the hang of it, creating a cutscene actually
goes by pretty quickly. In this section of my guide, I will
explain the process I take when creating a cutscene for my
game. When you first open up the storyteller editor, you
will see the following options:
Name – Name your cutscene/story.
Style – Select color effects for the cutscene. You choose
from normal, sepia, or monochrome.
Preview Story – Preview your cutscene.
Create Storyteller – Open up the actual storyteller editor,
where you set up everything that happens.
When you select create storyteller, you will be taken into
the actual editor. Below, I will explain the process I
usually take to create a storyteller event for my game.
First of all, I will explain the screen. On the screen you
should see a big chart, with numbers going down the left side
of the screen, and a bunch of little pictures across the top.
From left to right, the pictures represent the following:
BG (Background), Character A, Character B, Character C,
Effect, OBJ (Object), Msg (Message), SE (Sound Effects), and
BGM (Background Music).
Now, I will explain what each one does.
BG – Controls what background is displayed throughout the
scene.
Character A/B/C – Display up to 3 characters (A, B, and C) on
screen.
Effect – Display an effect on the screen.
OBJ – Display an object on the screen.
Msg – Display text on the screen.
SE – Play a sound effect
BGM – Controls the background music.
Now, I will explain the process of creating a storyteller
scene.
Step 1: The first thing I usually do when creating a scene is
set a background. Select box 1 under the BG section (the top
left box) and select a background. You can turn background
display on or off, then select a background, and place a
decoration (preset text or frame) into the background.
Unless you designate a background change, the background
stays the same throughout the whole scene.
Step 2: Next, I usually set BGM. Select the first box under
BGM, and then change the settings to whatever you want. Set
whether or not you want the music to play, select what song
you want to play, and select how loud you want it to be under
volume. The BGM also stays the same unless you designate a
change.
Step 3: After settings the backgrounds, I usually add in
characters. Select the first box under character A, and fill
in all the settings. Choose a 2D character graphic, move it
around the screen, change the size, and choose whether or not
to display the character as a silhouette. Note: If you don’t
want a character to come into the scene at the very start,
select the second box instead of the first. Also, if you
want more than 1 character on screen at once, simply select
the boxes under character B and C.
Step 4: Next, I set up text to make it look like my
characters are talking. Select the first box under Msg, and
fill in all the settings. Enter a message to be displayed,
select a message type, select which character you want the
speech bubble to go towards (if the type is conversation),
select a frame type, text speed, size, position, and color.
In order to create conversations, you would display the first
line of the conversation in key 1 of the scene, the second
line of the conversation in key 2, the third in key 3, etc.
Step 5: This is not required, but if you want to, you can
mess around with the effect and object sections. Object
displays an object on the screen, and effect makes various
effects, such as fade in or out.
Now that you know how, go out and create the best cutscenes
the RPGM3 world has ever seen!
O---------------------------------------------O
| Events (I20) |
O---------------------------------------------O
Events are absolutely necessary in order to make your game.
They control every little thing that happens. Although you
don’t create them, even stores are run by RPGM3’s internal
events. Basically, you have to learn how to code events, or
your game will never be successful. Here I will give you a
few samples of events, and how to use them, but if you want
to learn more, see the Events section of this guide.
When you create an event, you will be taken into the event
editor. On page 1, you must set up a few things.
Name – Enter the name of the event.
Graphic – Select a graphic for the event. Use transparent if
you don’t want to display anything.
Preview – Displays the graphic you choose. Rotate with the
right analog stick.
On page 2, you will set conditions that must be met for your
event to occur.
Mode Number – At the top, you will see 2 numbers. The number
on the left is the mode you are editing, and the one on the
right shows how many different modes the event has.
Explained in further detail under the Events section, modes
make it so that you can have an event do 2 different things.
Map – Displays the name of the map the event’s object is on.
Trigger Type – Select when the event starts. Touch starts it
when the player touches the object, button starts it when the
player interacts with the object by pressing X, and auto
starts it automatically. Auto events should be used with an
end, so they don’t just keep repeating themselves.
Condition List – Select the conditions that need to be met
for this mode to execute its event code. If all the
conditions you make are not met, the event cannot play. The
conditions you can set are as follows:
Variables
Variable is equal to a number.
Variable is greater than a number.
Variable is less than a number.
Time Of Day
Time matches the specified time.
Time doesn’t match the specified time.
Treasure Items
Player has specified treasure.
Player doesn’t have specified treasure.
Dungeon Switches
Specified dungeon switch is on.
Specified dungeon switch is off.
Change Modes – You can change the mode you are editing with
the left and right arrow buttons. You can also add or delete
modes with the + or – buttons.
Event Code – Press the event code button to edit the event
code that will be executed for this event. For more help, go
to the Events section of this guide.
O---------------------------------------------O
| Story Settings (I30) |
O---------------------------------------------O
The story settings are where you set up how your story starts
off, and how it ends. It is very basic, and gives you the
following options:
Title – Enter a title/name for your game. This will show up
when somebody loads up your game to play.
Author – Enter your name, or whoever is the author. This
also shows up when the player loads up your game.
Prologue – Select a storyteller scene to play at the start of
your game.
Game Over – Select a storyteller scene to play when the
player gets a game over.
Starting Money – Select how much money the party has at the
game’s start.
Starting Location – Select where the player is at the start
of your game.
Starting Season – Select the season at the game start.
Starting Weather – Select the weather at the game start.
Starting Time – Select the time at the game start.
Lens Flare – Choose whether or not to apply a lens flare
graphical effect.
On page 2 of the story settings, you find the party settings.
Active Member – Select the active member. You must first put
this person in the party first. The active member is the
character controlled by the player.
Party Members – Select up to 4 members to be in the player’s
party.
O---------------------------------------------O
| Playtest (I40) |
O---------------------------------------------O
When you select playtest, it is basically the same as someone
selecting play from the title screen. You can save games in
playtests, and do virtually everything an actual player can,
with one exception. You have access to the debug menu. The
debug menu is basically like a cheat mode where you can do
almost whatever you want. You can edit variables, force
battles to occur, give yourself loads of money, and plenty
more things. For more information on using the debug menu,
refer to the Additional Game Mechanics section of this guide.
Also, please note that, in order to save your game during a
playtest, you must first save your game’s database.
O===========================================================O
| Data Management (J00) |
O===========================================================O
The data management section is where you have access to all
your game data. You can save a database to a memory card,
load a database from a memory card, and view your entire game
database as a whole.
O---------------------------------------------O
| Load (J10) |
O---------------------------------------------O
The load option is very simple. Just select a memory card,
the select a database to load. Always make sure you save
whatever you are working on before loading a new database, or
you will lose your data.
O---------------------------------------------O
| Save (J20) |
O---------------------------------------------O
Saving your database is crucial if you ever want to complete
your game. Completing an entire RPG, even with the RPGM3
software, can take months depending on game size. Just
select a memory card to save to, then select what database
you want to save all your data to. Be cautious, because if
you accidentally save on the wrong database, you will lose
all of the data you saved over.
O---------------------------------------------O
| Database (J30) |
O---------------------------------------------O
When you select database, you get access to your entire game
database. It displays everything from every database, all the
way from the field editor, down to the item editor. You
probably won’t be going here often, unless you just want to
get an overview of how much space you have used, and how much
you have left.
O===========================================================O
| Events (K00) |
O===========================================================O
Events control EVERYTHING in RPGM3. Although you don’t code
battles and shops and all them, they are still controlled by
the game’s internal events. Learn how to code events as soon
as you can. The better you are at coding them, the more you
can do with your game. You can make extremely elaborate
quests if you learn how to use coding well. Actually, you
can use coding to make an entirely different non-RPG game if
you wanted. For example, you could make a quiz-type game, or
even one of those really old games where the players just
selects an option from a multiple choice list. Events can be
used to create a lot of really cool things, although they are
pretty limited sometimes.
O---------------------------------------------O
| Modes (K10) |
O---------------------------------------------O
Modes are what make it so you can have a character say two
different things. For example, if you have a man who lost
his map, you could create 2 modes for him. Mode 1 would
make him say “Have you seen a map around here? I seem to
have lost mine.” Then you could have man who says “I
found this map, is it yours?” You could have that man give
you the map, mainly by telling the first man to go to mode 2,
although you didn’t even create a map item. Then, when you
went back to the first man, since he was in mode 2, he would
say “You found my map! Thanks a lot!” and you could have
him give the player a reward, and make him go into mode 3, so
if the player talked to him again, he would be in mode 3 and
say “Thanks again for finding my map.”
That explanation was probably a bit complicated, but once you
start fooling around, you’ll get the hang of how to use modes
eventually. you can create multiple modes for each event,
and in order to change the event’s current mode, you would
have to use one of the event codes that changes an event’s
current mode.
O---------------------------------------------O
| Events (K20) |
O---------------------------------------------O
When coding events, there are many different options you
have. One of the most basic is to make an NPC talk by just
just using the message display code. Codes can also be used
to do a lot more complicated things though, such as having an
NPC say two different things based on the value of some
variable you can set. All the event codes you can use are
listed below, under their proper categories.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Display (K2a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Display codes are used to make the game screen do things,
such as display a message, fade in or out, etc. They can
also be used to make objects temporarily invisible.
Message Display – Displays a message you create.
Frame Type – Select the message frame type from 2 choices
Display Name – Choose a name to display above the
message.
Select name frame type – Select the frame type for the
name from 2 choices.
Display 2D Graphic – Choose whether or not you want the
character’s 2D graphic to be displayed.
Message – Enter a message to display.
Fade In – Redisplays the screen from a previous fade out.
Nothing will happen if the screen wasn’t faded out.
Fade-In Speed – Choose how fast the screen will fade in.
Fade Out – Makes the screen go blank by fading out. The
screen will stay blank until the event ends, or is cancelled
out by a fade in code. You can still display messages on a
blank screen.
Fade-Out Speed – Choose how fast the screen fades out.
Play Animation – Plays an animation assigned to the graphic
of a selected object. This is limited to items with an
animation.
Select Object – Choose the object to animate. It must be
in the same map as the event.
Wait for animation – Choose whether or not you want the
event to wait for the animation to finish before .
continuing
Animation Speed – Choose how fast the animation is.
Rotate – Rotate a specified character.
Select Character – Choose a character to rotate.
Direction – Choose the rotation direction. (clockwise or
counter-clockwise)
Rotation Degree – Choose how much the character rotates.
Display Off – Makes an object temporarily invisible. An
object’s event cannot execute while the object is invisible.
Select Object – Select an object to make invisible.
Display On – Redisplay an object that was invisible. Nothing
happens if the object was not invisible.
Select Object – Select an object to redisplay.
Refresh Display – Refreshes the game screen. This must be
used after you modify a property such as time or weather for
the change to take place immediately.
Decorative Display Off – Makes a decorative object invisible.
(The object on top of a treasure point model)
Select decorative model – Select an object whose
decorative object you want to make invisible.
Decorative Display On – Redisplays a previously hidden
decorative object. Nothing happens if the object was not
invisible.
Select decorative model – Select an object whose
decorative object you want to redisplay.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Control (K2b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Control codes are used to control various things that are
happening in the game. You can set up character battles,
give the player multiple choice, or yes/no questions, or
branch off your event in to a few different things based on
the value of a variable.
Event Transition – Ends the current event and starts a new
one.
Select Event – Select the event you want to start. It
must be on the same map as the current event.
Mode Number – Select which mode of the event to start.
Value Conditional Branch – Execute up to 4 different codes
based on the value of a variable. Set up the codes for each
value between the start and end event codes.
Select Variable – Select which variable you want to use to
determine which branch executes.
Value Judging Type – Select how to compare the variable
with the options for each value. You can choose equal to,
greater than, or less than the values you chose.
Value to Judge – Select a number to compare with the
variable.
QA Branch – Gives the player a question in which they can
answer either yes or no. Set up the codes for each answer
between the start and end event codes.
Question – Enter the question to ask the player.
Decision Branch – Gives the player a multiple choice question
which you can set the answers for. Set up the codes for each
answer between the start and end event codes.
Question – Enter the question to ask the player.
Answers – Enter up to 4 answers for the player to choose
from.
Battle Result Branch – Execute 2 different codes based on the
results of the player’s last battle. Set up the codes for
each result between the start and end event codes. This code
is used with the “Battle” event code.
Wait – Pauses the event.
Wait Time – Select how long to wait.
Wait Animation – Turn the animation on or off during the
wait.
Wait For Key Entry – Pauses the event until the player hits a
button.
Ending – Ends the game after the specified storyteller scene
is over.
Ending – Select the storyteller scene to play.
Credit – Select the storyteller scene to play for the
credits after the specified ending.
Game Over – The player gets game over after the specified
storyteller scene.
Game Over – Select the storyteller scene to play.
Event Ending – Ends the event. Any event codes after this
will not execute.
Battle – Forces the player to battle with the specified
monster party.
Monster Party – Select a monster party for the player to
fight.
Battle Stage – Select a background for the battle.
Game Over After Battle – Decide whether or not the player
gets game over when the whole party is dead. If not, set
what happens instead with the “Battle Result Branch” event
code.
BGM – Select the BGM to play during the battle.
Battle (Characters) – Forces a character battle with the
specified characters. The player does not earn exp, money,
or items from a character battle.
Characters – Select up to 4 character for the player to
fight, and set up their formation.
Battle Stage – Select a background for the battle.
Game Over After Battle – Decide whether or not the player
gets game over when the whole party is dead. If not, set
what happens instead with the “Battle Result Branch” event
code.
BGM – Select the BGM to play during the battle.
Storyteller – Plays the specified storyteller scene.
Storyteller – Select the storyteller scene to play.
Modify Weather – Change the weather.
Change Weather – Select the weather to change.
Modify Time – Change the current time.
Change Time – Select the time to change.
Modify Season – Change the current season.
Change Season – select the season to change.
Movement – Warps the player to a new location on the current
map. Any event code after this will not execute.
Select Location – Set up a location to warp the party to.
Warp - Movement – Warps the player to a new location. Any
event code after this will not execute.
Select Location – Set up a location to warp the party to.
Escape – Warps the player out of a dungeon if they are in
one. Nothing happens if the dungeon is not on a field, or if
the player is not in a dungeon.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Property Control (K2c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Property Control Codes modify things in-game such as event
modes, map properties, and variables. All the property
control event codes are listed below.
Modify Field Property – Change the environment settings (page
2) of a field map. This, along with all the other event
codes that modify map properties, must have a refresh display
code after it for the changes to occur immediately.
Otherwise, the change occurs when the player leaves the map
and comes back.
Select Field – Select the field map to change the settings
on.
BGM – Select the new BGM for the map.
Environment Settings – Set all the new environment
settings for the specified field map.
Modify Town Property – Change the environment settings of a
town map.
Select Town – Select the town map to change the settings
on.
BGM – Select the new BGM for the map, and the castle, if
the town has one.
Enter Setting – Select whether or not the player can enter
the town, and if there is one, the castle.
Environment Settings – Set all the new environment
settings for the specified town map.
Modify Dungeon Property – Change the environment settings of
a dungeon.
Select Dungeon – Select the dungeon to change the settings
on.
BGM – Select the new BGM for the dungeon.
Environment Settings – Set all the new environment
settings for the specified dungeon.
Modify Building Property – Change the interior settings of a
building.
Select Building – Select a building to change the settings
in.
Interior Settings – Set the new interior settings for the
specified building.
Modify Mode – Modify the current mode for the selected event.
The mode will not change until the current event ends.
Select Event – Select an event to change the mode of.
Mode Number – Select what mode to change to.
Add Mode – Adds 1 to the current mode of the selected event.
Select Event – Select an event to add 1 to the mode of.
Subtract Mode – Subtracts 1 from the current mode of the
selected event.
Select Event – Select an event to subtract 1 from the mode
of.
Modify Shared Variable – Modify the value of the specified
shared variable.
Select Shared Variable – Select a shared variable to edit.
Select Variable Value – Select the new value of the
specified variable.
Increase Shared Variable – Increase the value of the
specified variable by a certain amount.
Select Shared Variable – Select a shared variable to edit.
Amount To Add – Specify how much to add to the specified
variable.
Decrease Shared Variable – Decrease the value of the
specified variable by a certain amount.
Select Shared Variable – Select a shared variable to edit.
Amount To Subtract – Specify how much to subtract from the
specified variable.
Copy Shared Variable – Copy the value of one shared variable
on to another shared variable.
Shared Variable To Copy – Select the shared variable to
copy the value of.
Shared Variable To Paste – Select the shared variable to
paste the copied value onto.
Modify Internal Variable – Modify the value of an internal
variable.
Select Object – Select the object whose variable you want
to edit.
Select Internal Variable – Select which variable to edit.
Select Variable Value – Select the new value for the
specified variable.
Increase Internal Variable – Increase the value of the
specified variable by a certain amount.
Select Object – Select the object whose variable you want
to increase.
Select Internal Variable – Select which variable to
increase.
Amount To Add – Specify how much to add to the value of
the specified variable.
Decrease Internal Variable – Decrease the value of the
specified variable by a certain amount.
Select Object – Select the object whose variable you want
to decrease.
Select Internal Variable – Select which variable to
decrease.
Amount To Subtract – Specify how much to subtract from the
value of the specified variable.
Copy Internal Variable - Copy the value of one internal
variable on to another internal variable.
Internal Variable To Copy – Select the internal variable
to copy the value of.
Internal Variable To Paste – Select the internal variable
to paste the copied value onto.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Party Control (K2d) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Party Control event codes control things that happen to the
player’s party. It can be used to give the party experience,
gold, items, heal, poison, or revive the party, and various
other things. All the party control event codes are listed
below.
Recover Party HP/MP – Recover the entire party’s HP or MP by
the specified amount.
Recovery Type – Select either HP or MP to recover.
Amount – Select how much to recover.
Cure Party Poison – Cures the entire party of poison status.
Poison Party – Gives the entire party poison status.
Revive Party – Revives the entire party at a specified HP.
Revive Type – Select revival type. Near Death revives the
party at 1 HP, Half HP revives the party at half HP, and
Full HP revives the party at full HP.
Fully Recover Party – Fully recovers the entire party,
removing bad statuses, and healing all HP and MP.
Change Character Name – Changes the specified character’s
name.
Select Character – Select the character to change the name
of.
New Name – Enter the new name for the character.
Enter Character Name – Allows the player to rename a
character.
Select Character – Select the character for the player to
change the name of.
Recover HP/MP – Recover the selected character’s HP or MP by
a certain amount.
Select Character – Choose a character to recover.
Recover Type – Select either HP or MP to recover.
Amount – Select how much to recover.
Damage HP/MP – Damages the selected character’s HP or MP by a
certain amount.
Select Character – Choose a character to damage.
Damage Type – Select either HP or MP to damage.
Amount – Select how much to damage.
Cure Poison – Cures the selected character of poison status.
Select Character – Select the character to cure.
Poison – Gives the selected character poison status.
Select Character – Select the character to poison.
Revive – Revive the selected character.
Select Character – Select the character to revive.
Revive Type – Select revival type. (Same as party revival
types.)
Fully Recover – Fully recovers the selected character,
removing bad statuses, and healing all HP and MP.
Select Character – Select the character to recover.
Modify Ability Points – Change the selected character’s
ability stats.
Select Character – Select the character to change.
Ability Stat Type – Select the ability type to change.
Amount – Enter the new value.
Increase Ability Points – Increase the selected character’s
ability stats.
Select Character – Select the character to change.
Ability Stat Type – Select the ability type to change.
Amount To Add – Select the value to add.
Decrease Ability Points – Decrease the selected character’s
ability stats.
Select Character – Select the character to change.
Ability Stat Type – Select the ability type to change.
Amount To Subtract – Select the value to subtract.
Modify Level – Change the selected character’s level.
Select Character – Select the character to change.
Level Amount – Select the new level.
Increase Level – Increase the selected character’s level by a
certain amount.
Select Character – Select the character to change.
Amount To Add – Select the value to add to the level.
Decrease Level – Decrease the selected character’s level by a
certain amount.
Select Character – Select the character to change.
Amount To Subtract – Select the value to subtract from the
level.
Join Party – The specified character joins the player party.
You can only have up to 4 members in the party.
Select Character – Select a character to join the party.
Leave Party – The specified character leaves the player
party. The character must be in the party in order to leave.
Select Character – Select a character to leave the party.
Modify Active Member – Changes the active member. The new
active member must be in the party or nothing happens.
Select Character – Select a new active member.
Obtain Items – The selected character receives the specified
item.
Select Item – Select the item for the character to get.
Select Character – Select the character to receive the
item.
Lose Items – The selected character loses the specified item.
Select Item – Select the item for the character to lose.
Select Character – Select the character that loses the
item.
Obtain Treasures – The party receives the specified treasure
item.
Select Item – Select the treasure item for the party to
get. Nothing happens if the party already has the item.
Lose Treasures – The party loses the specified treasure item.
Select Item – Select the treasure item for the party to
lose. Nothing happens if the party doesn’t have the item.
Obtain Money – The party receives the specified amount of
money.
Amount – Select the amount of money for the party to
receive.
Lose Money – The party loses the specified amount of money.
Amount – Select the amount of money for the party to lose.
Gain Experience – The party gains the specified amount of
experience. It is shown on the treasure screen when the
event ends.
Amount – Select the amount of experience to give the
party.
Learn Skills – The selected character learns the specified
skill. Nothing happens if the character already knows the
skill.
Select Character – Select a character to learn the skill.
Select Skill – Select the skill to learn.
Forget Skills – The selected character forgets the specified
skill. Nothing happens if the character doesn’t know the
skill.
Select Character – Select a character to forget the skill.
Select Skill – Select the skill to forget.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Effects (K2e) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Effect Codes create special effects on the game screen, such
as shaking the screen for an earthquake, or creating flashing
strobe effects. All the effect codes are listed below.
Play BGM – Plays the selected BGM. The BGM continues after
the event ends.
BGM – Select the BGM to play.
Stop BGM – Stops the BGM from playing. THE BGM will stay
paused after the event ends.
Play Sound Effect – Plays a sound effect.
Sound Effect Type – Select an effect type.
Select Sound Effect – Select a sound effect to play.
Wait To End – Select whether or not the event should pause
while the effect plays.
Play Melody – Plays the selected melody. BGM Volume is
lowered for a melody to play.
Select Melody – Select a melody to play.
Wait To End – Select whether or not the event should pause
while the melody plays.
Flash Screen – Create a strobe-light effect on the screen.
Flash Amount – Select the number of flashes.
Flash Color – Select the color of the flash.
Flashing Speed – Select the speed of the flashing.
Shake Screen – Shakes the screen.
Length – Select how long the screen should shake.
Screen Effects – Displays the selected screen effect.
Screen Effect – Choose a screen effect to play.
O===========================================================O
| Secrets/Tips & Hints (L00) |
O===========================================================O
Almost every guide for any game out there has these, so why
shouldn’t I? Secrets are practically what guides were made
for, and I’m going to exploit some I have found in RPGM3.
O---------------------------------------------O
| Extra Game Space (L10) |
O---------------------------------------------O
As you have probably noticed, RPGM3 does have some annoying
limitations on how much you can store in it’s database. For
example, you can only create 100 NPCs in your game. There
is fortunately a few ways to get by this limitation, although
you will need more than one memory card.
Start off making your game like you normally would. Once you
finish the first half of your game, you will have to copy it
onto another memory card. Now you will have two game files,
File A and File B. File A will be the beginning of your
game. Go into File B and delete everything the player no
longer needs after they finish the first half of the game.
Make sure you keep the town they player is in at the end of
Part I, all the characters in they party, the items they
have, etc. After you erase all the old items, you can
continue creating Part II like you normally would. Now, when
somebody plays your game, they will start out on Part I,
which is File A. When they finish Part I, they should save
their game, and go into the editor. Give them a message
telling them to copy File B over File A (make sure you have a
backup copy of File A first.) Then the player goes back to
the title screen, and loads up their game, where they will
now be on Part II. If you really wanted to, you could use
many more memory cards to create an utterly massive game.
O---------------------------------------------O
| Weapon Equip Trick (L20) |
O---------------------------------------------O
This simple trick is used to have a character class equip a
weapon they normally couldn’t equip. For example, you could
have a priest class wielding a sword and shield.
To explain this trick, I will use the example of having a
priest equip a sword and shield.
1) Create your priest class, and an adventurer class (sword
and shield).
2) Create your priest character.
3) Set adventurer as your priest’s class.
4) Create the sword and shield for your priest.
5) Go to page 2 of your sword and shield, and set them to be
used by your priest.
6) Go back to your priest character and assign them to the
priest class.
7) Don’t edit the sword/shield again, and they will be
equippable by your priest, although he will still use the
priest’s animations, so it won’t look like he/she is actually
swinging a sword.
O---------------------------------------------O
| Reputation System (L30) |
O---------------------------------------------O
If you put your mind to it, you can create a lot of cool
things in RPGM3, even though scripting is pretty limited.
For example, you can create a reputational system, where you
can have NPCs treat your character differently, depending on
their reputation. For example, you can have events where if
you are kind to a person, your reputation increases, and
people treat you better, but if you are mean to a person,
your reputation drops, and people treat you worse. This is
often cool because the player doesn’t know that how they
treat people is affecting the way people treat them. I am
going to explain the basic process of creating your own
reputational system below.
First of all, you should have a variable, either an internal
variable from the player, or a shared variable, that you have
reserved for your character’s reputation. I would suggest
setting it to start at 50, so you can use 50 as a neutral,
and change it during the game depending on the character’s
actions.
Next, you have to create events that modify the reputation
variable. For example, you could have an event where a man
has lost his map. When the player talks to him, you could
create a multiple choice question. The player could choose
option A: “I’ll find your map for you!”, option B: “I would
help you find your map, but I don’t have time.”, or option C:
“That’s not my problem!”
You could then have each option modify the reputation
variable accordingly. For option a, you could increase the
reputation by 3, since the player was nice to the man. For
option b, you could increase the reputation by 1, since the
player was kind of nice the man. For option c, you could
lower the reputation variable by 2 or 3, since the player was
rude to the man.
Next, you would create an NPC that talks to you differently
based on what your reputation is. To do this, you would
place a value conditional branch in the event code. You
would set it to use the reputation variable, then adjust the
values to compare accordingly. For example, if the player’s
reputation was below 35, NPCs wouldn’t want to talk to the
character much, and would generally ask the character to
leave them alone. If the reputation was above 35, but below
50, you could have some NPCs still talk to the character, but
others would still generally not want them around. If the
reputation was above 65, then NPCs would be really nice to
your character, and possibly even give them gifts. Lastly,
if the reputation was above 50, but below 65, then NPCs would
generally be nice to your character, and maybe ask for help
every once in a while.
You can mess around with the system all you want, and you
could probably make it a lot more complex, but for now, I’m
going to stick with the basic reputation system, and maybe
I’ll post a more complicated one later.
O---------------------------------------------O
| Creating Secret Areas (L40) |
O---------------------------------------------O
The process of creating secret areas is pretty simple. If
you want the player to need special items to get into the
area, first create these treasure items in the item editor.
If not, head straight to the next step. How to change the
requirements for your room is described in more detail later.
I find it most easy to create secret areas in the dungeon
editor, although you could in truth create a whole secret
town. If you want to create a secret town though, it will be
harder to set a treasure item requirement for it. Ok, now if
you are using the dungeon editor, follow the steps below.
First, you must create your dungeon. You will need to place
locked doors that lead into the secret areas of the dungeon,
or the player will be able to enter them any time they want.
Once you have all of your secret rooms in the dungeon set up,
make sure they are all blocked by locked doors, head into the
layout editor to set up which treasure items are required to
open the locked doors. Then just set up anything you want in
the room, and you’re done! (Don’t forget to make a way for
the player to obtain the secret item.)
Now, if you’re creating a secret area in the town editor, it
is different from the dungeon editor. Basically, create your
town in the town editor, and set the entry settings to not
allowed. Then, in order for the player to be able to enter
the secret area, you would need to create an event that
changes the town’s entry settings to allowed. This is good
if you want to create a quest for the character to go on,
then as a reward you set the town entry settings to allowed.
You could also use this strategy for treasure item areas, by
creating a quest that gives the player the treasure item as a
reward. In my secret areas, I like to put a bunch of things
such as a few chests with rewards in them, NPCs or other
events that help out the character by giving them tips and
hints, and some events that give the player a little insight
on the making of the game.
If you want a treasure item requirement for a secret town,
you should first start by following the steps above to create
a secret dungeon. Then, in the secret room of the dungeon,
place another something such as a door or staircase that will
lead to the town. Place an invisible event in front of the
door, so when the player presses X to "open" the door, the
invisible event will activate instead. Then, in the event
place an event code that warps the player to your town.
O---------------------------------------------O
| Larger Towns/Cities (L50) |
O---------------------------------------------O
Have you ever wanted to create a town larger than the default
town? This trick shows you how. First, make a town and use
the extra spaces as open land. Then, go to the layour editor.
At the opening in the town wall, place an invisible event that
activates when touched. In this event place a multiple choice
option that says something like "Would you like to go another
section of the city?" with Yes or No options. Under the
"Yes" branch, place a warp event code which warps the player
to another town (meant to be another section of town.) Under
the "No" option, place a code that warps the player back a few
feet, or else they will be able to walk into the open land
when the event ends. Just make sure in that town you place an
event somewhere like the open land or the city gate that warps
you back to the main town. (Make sure you don't place the
other towns on the field map.)
O===========================================================O
| Additional Game Mechanics (M00) |
O===========================================================O
This section of the guide I will be using to further explain
things I didn’t go into much earlier on in the guide. It
includes things such as the field and dungeon creation
editors, the debug menu in playtests, and special editor
access.
O---------------------------------------------O
| Playtesting/Debug Menu (M10) |
O---------------------------------------------O
Playtesting is basically just playing your game like a player
would, except you can use the debug menu. All the options on
the debug menu, and what they do, are listed below.
Battle Encounters – Force-Start a monster battle based on the
encounter settings of your current location.
Current Map Data Settings – Edit the environment settings and
internal variables of the map you are currently on.
Variable Settings – Edit the shared and internal variables in
your game.
Mode Number Settings – Edit the mode number of any event on
the current map.
Modify Story Settings – Edit the story settings and shared
variables. The only options that can’t be edited are title
and author.
Precious Item Settings – Give important items to your party.
Character Data Settings – Edit your character stats, items,
skills, and internal variables.
Modify Current Position – Warp to any map in your game.
Return To Editor – Quit playtesting and return to the editor.
During Battle, you will have the following options on your
debug menu:
Force Victory – Force the game to finish the battle as a win.
Force Defeat – Force the game to finish the battle as a loss.
Force Game Over – Force the game to finish the battle as a
game over.
O---------------------------------------------O
| Field Creation Editor (M20) |
O---------------------------------------------O
When creating a field, there are two modes in the field
creation editor. The first mode is terrain editing, and the
second mode is altitude editing. In the terrain editing mode
you will set up the landscape, such as forest area, desert
area, rocky areas, etc. In the altitude editing mode, you
can edit the altitude/elevation of the land in order to
create mountains, hills, valleys, etc.
Once you get into the field editor, you will see a lot of
things in front of you. On the left of the screen, you will
see your whole map on the top, along with the area you are
viewing surrounded by a red box. Under the map, you will see
some numbers. The Pos X is the x coordinates of where your
cursor is, the Pos Y is the y coordinates of where your
cursor is, and the Pos Z is the z coordinates of your cursor
(height). Under this, you will see either “G-Mode” or
“V-Mode”. G-Mode means you are in terrain editing mode, and
V-Mode means you are in altitude editing mode.
In the center of the screen, you will see your editing area.
This is where you will be creating your field. In terrain
editing mode, press X or O to place whatever landscape you
have assigned to that button, and in altitude editing mode,
you can raise or lower land using the X and O buttons.
On the right of the screen, you will see a few panels. The
topmost one says System, and allows you to open the system
menu, which has the following options:
Cancel – Closes the menu.
Reset Terrain – Deletes everything you have made.
Save – Saves the map you are editing.
Save And Exit – Saves the map you are editing and exits the
editor.
Exit Without Saving – Exits the editor without saving the map
you are editing.
Under the system panel, you will see another panel which
allows you to switch between G-Mode (terrain editing) and
V-Mode (altitude editing). Under that panel, you will see
another one that says Undo. Press this button to undo the
last thing you did. You may undo up to 4 steps. Under the
undo button, you will see all your tools. All the tools,
along with an explanation of what they do, are listed below.
Pen – Use the pen to draw terrain in freehand mode. Use X or
O to draw.
Line – Use the line tool to draw a straight line. Press X or
O to place one point, then move the cursor and place the
second point using X or O.
Box – The box tool is used to draw a rectangle. Place the
first point using X or O, then place the point for the
opposite corner using X or O.
Circle – The circle tool draws a circle. Place the first
point (the center) with X or O, then place any point on the
outside of the circle using X or O.
Fill – The paint bucket tool fills in a closed space. Move
the cursor over the space to fill, and press X or O.
Tool Size – Change the size of your pen and line tools. x1
the normal size, x2 is twice as thick, and x4 is four times
as thick.
Zoom – Zoom in or out using the magnifying glass tool. You
can also use L2 and R2 to zoom.
Select Terrain – Select what type of terrain X and O place
by pressing square. Highlight a terrain, and press X or O to
assign it to that button, then press square to close the
window.
In altitude editing mode, you will have the following tools:
Rounded – Creates a rounded hill when you raise land.
Mound – Creates a mound/plateau when you raise land.
Sloped – Creates a steeper mountain-like shape when you raise
land.
Bump – Creates a mountain-like shape with a smaller slope
when you raise land.
Smooth – This tool makes all the land selected flattened.
Stretch – This tool stretches/smears the landscape. Press X
and move the cursor to stretch the altitude changes.
Tool Shape – Select either a circle or square shaped tool.
Zoom – Zoom in or out using the magnifying glasses, or L2 and
R2.
Adjust Tool Size - Changes the size or your current tool.
This can also be done with L1 and R1.
Lastly, under your tool palette, you will see a preview
button. Press this button to be inserted into the map as a
player. Select a location to start on the map. Red areas
are areas where the player cannot walk. Below is a chart
listing all the controls in the field creation editor.
___________________________________________________________
|Button |V-Mode |G-Mode |
|-------------------|-------------------|-------------------|
|D-Pad |Move Cursor |Move Cursor |
|X Button |Draw Terrain |Raise Landscape |
|O Button |Draw Terrain |Lower Landscape |
|Square Button |Select Terrain |None |
|Triangle Button |Cursor Shortcut |Cursor Shortcut |
|L1 Button |None |Shrink Tool Size |
|R1 Button |None |Expand Tool Size |
|L2 Button |Zoom Out |Zoom Out |
|R2 Button |Zoom In |Zoom In |
|SELECT Button |Operation List |Operation List |
|START Button |Overlay Mode |Overlay Mode |
|Left Analog Stick |Move Cursor |Move Cursor |
|Right Analog Stick |Move Editing Area |Move Editing Area |
|L3 Button |Undo |Undo |
O---------------------------------------------O
| Dungeon Creation Editor (M30) |
O---------------------------------------------O
When creating a dungeon, you have loads of space, so just let
your imagination run wild! The dungeon creation editor is
simple, and doesn’t take much time to learn to use. Pretty
much what you do is place floors wherever you want to create
rooms and passageways.
When you enter the dungeon creation editor, you will see a
few things on your screen. In the center of the screen you
will see your building area. This is where you set up your
dungeon layout. Move the cursor with the left analog stick,
and place floorspace with the X button. Press O to erase
floorspace, and press square to place special features such
as traps or doors. press L2 and R2 to zoom in, and use the
right analog stick to move the map when you are zoomed in.
On the right side of the screen, you will see a few panels.
The top one says System, and is used to open the system menu,
which has the following options:
Cancel – Closes the system menu.
Clear Floor – Deletes everything on the current floor.
Copy Other Floor – Copy the layout of one floor onto another
floor. Special features are not copied.
Jump To Other Floor – Select a floor to move to and edit.
Save And Exit – Saves your dungeon and returns to the regular
editor.
Exit Without Saving – Return to the regular editor without
saving your work.
Under the system button, you will see another 2 buttons that
say Up and Down. Press the up button to move up one floor,
and the down button to move down one floor. You can also do
this with the L1 and R1 buttons.
Under the up and down buttons, you will see your cursor
information. It shows you the Vertical and Horizontal
coordinates of your cursor, and tells you what your cursor is
currently over.
Under the information panel is the preview button. This
button inserts you into the dungeon as a player.
All the controls for the dungeon creation editor are listed
below.
_________________________________________________
|Button |Operation |
|---------------------|---------------------------|
|X Button |Create Passage/Floor Tile |
|O Button |Erase Passage/Place Wall |
|Square Button |Place Special Feature |
|Triangle Button |Open System Menu |
|L1 Button |Move Down 1 Floor |
|R1 Button |Move Up 1 Floor |
|L2 Button |Zoom Out |
|R2 Button |Zoom In |
|SELECT Button |Display Operation List |
|START Button |Preview Dungeon |
|Left Analog Stick |Move Cursor |
|Right Analog Stick |Move Editing Area |
Unfortunately, the dungeon editor also has limitations on how
many of each special feature you can place. All the special
features are listed below.
___________________________________________________________
|Feature |Description |# Per/Area |
|---------------|-------------------------------|-----------|
|Entrance/Exit |Entry and exit point. |1/Dungeon |
|Door |Normal Door. Can be opened. |30/Floor |
|Trap |Normal Trap. Damages the party.|30/Floor |
|Stairs |Connect different floors. |10/Floor |
|Crumbling Wall |Interact with to create space. |10/Floor |
|Switch |Used to trigger events. |20/Dungeon |
|Locked Door |Door opened with treasure item.|20/Dungeon |
|Secret Door |Alternate entrance/exit. |1/Dungeon |
O---------------------------------------------O
| Special Editor Access (M40) |
O---------------------------------------------O
Special Editor Access is when you access one editor, without
actually going to it, through another. The only real use of
special editor access is when you access the building,
decoration, and warp/save point editors through the layout
editor, when you place them on a map, although you do use
special editor access to create special skills too.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Building Editor (M4a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The building editor is accessed through the layout editor,
when you use it to make a building. There are 4 different
building types, which are house, shop, inn, and sanctuary.
Each one provides you different options in the building
editor. On page 1, you will see the basic settings for every
building type.
Name – Enter the name of your building.
Description – Enter a description of your building.
Graphic – Choose a graphic for your building. This also
affects how the inside looks.
Graphic Preview – Preview your building. Rotate with the
right analog stick.
Preview Room – Inserts you into the building as a player.
On page 2, you will see the interior settings for every
building type.
Key – Select an item needed to enter the building.
Allow/Suppress Magic – Set whether or not magic can be used
in the building.
BGM – Select BGM to play in the building.
On page 3, you will see staff settings for the shops, inns,
and sanctuaries.
Name – Enter a name for the building’s employee.
Graphic – Select a character model for the building employee.
Color Scheme – Select a premade color scheme for the worker.
On page 4, you will see the following for shops:
Price Markup – Determine how much the shop sells items for.
Items – Select up to 8 items for the shop to sell to players.
On page 4 for inns and sanctuaries, you will see this:
Price – Select a price for the player to pay to use the inn
or sanctuary.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Decoration Editor (M4b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
When using the decoration editor, which is accessed through
the layout editor, you will see the following:
Name – Name your decoration.
Description – Write a description for your decoration.
Location – Shows the name of the map your decoration is on.
Graphic – Select a graphic for your decoration.
Preview – Preview your decoration. Rotate with the right
analog stick.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Save Point Editor (M4c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The save point editor is very basic. In has only one page,
and is automatically accessed when you place a save point
using the layout editor. It has the following in it:
Name – Name your save point.
Location – Shows the name of the map your save point is on.
Graphic – Select a graphic for your save point.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Special Skill Editor (M4c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The special skill editor is accessed through the class editor
and the monster editor when you are creating special skills
for that class/monster. Choose a blank spot, and select
create to start creating a skill. The special skill editor
has 2 pages. The options on page 1 are as follows:
Name – Give a name to the special skill. The player is
usually able to figure out what the skill does by the name.
Description – Write a short description of your skill.
Learning Level – Select what level the class will
automatically learn the skill at.
Skill Type – Select a skill type. Skill consumes HP, and
Magic consumes MP.
Effect Type – Decide what type of effect your skill has.
Specific Effect – Select a specific effect.
Effect Area – Decide how many characters your skill effects,
from either 1 or an entire party.
Effect Power – Decide how effective your skill is. This
determines HP damaged for offensive skills, HP healed for
healing skills, etc.
Point Cost – Decide how much HP or MP a skill uses.
Extra Effect – Choose one additional effect the skill has.
On page 2, you will find the skill display settings.
Visual Effect – Select a visual effect to be displayed when
the skill is used in battle.
Animation – Select what motion the character makes when they
use the skill in battle.
Equipment – Choose equipment for the character to equip in
the preview.
Weapon Visual Effect – Select a visual effect for the
character’s weapon in the preview.
Preview Skill – Lets you preview what the skill looks like in
battle. You can change animations and effects during the
preview. The controls for the preview are listed below.
_____________________________________________
|Button |Operation |
|---------------------|-----------------------|
|X Button |Watch Preview |
|O Button |Exit |
|Square Button |Select Visual Effect |
|Triangle Button |Select Animation |
|L1 Button |Change Viewpoint |
|R1 Button |Change Viewpoint |
|SELECT Button |Display Operation List |
O---------------------------------------------O
| Creating A Good Game (M50) |
O---------------------------------------------O
Creating a good game with RPGM3 is an extremely long process,
and takes a lot of planning. In this part of my guide, I
will provide a basic process for you to go through in order
to create a good game in time. Know before you start that if
you want to make a good game, you must be devoted to working
on your game. By following the process I have outlined, you
should be able to create a pretty good game eventually.
Also, it is my advice that you plan out everything listed in
the process below, then actually start making your game when
all your planning is done.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create A Main Character (M5a) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
When you start planning out your RPG, the first thing you are
going to need is a main character. It helps to make some
background information on the character, such as where they
came from. When you design your main character, you should
think about the following:
-What is your character’s origin/Where do they come from?
-What does your character do for a living?
-What is your character’s personality?
-Why is your character in the position they are in?
For example, in my first game, I had a character that came
from a farm. For a living, my character used to farm, but
becomes a mercenary. My character was a caring person, as I
was able to show throughout the game, and only became a
mercenary because he needed the money the job would pay.
My character is in the position he is in because the king
hired him to assassinate all the spies living in his kingdom,
and if he doesn’t complete his mission, his family will be
kicked out of their farm, because they can’t pay the king’s
taxes. Using this as a basis for my game, I was able to
create an elaborate storyline, along with many sidequests.
When designing your character in the character editor, you
might first want to create a class for him/her in the class
editor. Now, when you are designing your character, think
about the following:
-How does your character’s background influence their
stats?
For example, my character has good strength bonuses,
because he had to carry around heavy farm tools as a
child.
-How does your character’s background influence their
special skills?
For example, my character had a special skill that
allows him to successfully escape from battle every
time, since he has good stealth. He had good stealth
because his family often had to hide from the tax
collectors, because they couldn’t pay their taxes.
Remember, when planning and creating a main character, the
more you know about your character’s background, the better
you are able to make your game.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create Partners (M5b) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After you create your main character, he or she is probably
going to need a partner. This is not absolutely necessary,
but I think you will notice that most RPGs do have somebody
that follows the main character around. When thinking about
partner(s) for the main character, think about the following:
-How does his/her past affect their current personality?
-What does the character do for a living?
-Why is the character helping your main character?
-Where/when does this character join with the main
character?
-Does this character stay with the main character through
the whole game?
-If no, where and why does the character split up with the
main character?
For example, I have an elven archer join my character during
my game. My character is journeying to a far-off city, and
travels through an elf city on the way there. The elven
ambassador is about to set out the same way my main character
has to go, when they meet up. The elven ambassador joins my
character party, then when they reach the city the elf is
going to, the elf leaves the party.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create A Bad Guy (M5c) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After you have all the main character and all the members who
will help him throughout the game, it is time to think about
an enemy. You can’t have any RPG without an enemy, so your
main character needs some bad guy to fight or something like
that. In a lot of games, the player wins by beating the bad
guy at the end of the game in a boss battle. When you come
up with an enemy, think about the following:
-Why are the main character and this character enemies?
-What does the enemy do throughout the game to thwart the
main character’s plans to stop him/her?
-What type of resources would this enemy have access to?
(e.g. An evil dictator would have access to armies.)
-Does the enemy have any main strengths and/or weaknesses?
-How does the enemy turn out in the end? (e.g. He/she
dies, becomes good, etc.)
As an example, I played a game where the enemy was a zombie
king. The zombie king was trying to take over the world, and
my character was trying to stop him. Throughout the game,
the zombie king sends out various spies and assassins to try
and kill my character. In the end, I had to fight the zombie
king, and was able to win by exploiting his weakness, which
was the sunlight.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Write A Storyline (M5d) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After designing all the characters and the enemy, you should
write a storyline. You should write it in some sort of
outline form, so everything is easy to find later on when you
are making the actual game. When writing the storyline, you
should write down everything, even if you already have some
things, write them again. This helps keep everything a lot
more organized. When I write my storylines, I like to start
by coming up with names for everything. I keep it in outline
form, as I described above, so it looks like this.
1. Characters
a. Main Character
i. Bob
b. Partners
i. Joe
ii. Steve
iii. Frank
iv. Fred
c. Enemy
i. Super Zombie
d. NPCs
i. Rebel Leader
2. The World
a. Field Maps
i. Zombie World
ii. Secret Rebel Island
b. Towns
i. Zombie World
1. Zombopolis
ii. Secret Rebel Island
1. Rebel Fort
2. Rotanburg
c. Dungeons
i. Zombie World
1. Super Zombie’s Lair
ii. Secret Rebel Island
1. Bear Cave
I could continue on this list and make it another 10 pages,
but I think you get the idea...
When writing a storyline though, after you have down the
names for everything, start coming up with the actual story.
I like to write down things such as quests the player will
have to go on, special sidequests, etc. After you have a
storyline, you will have to start actually creating
everything.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Design The World (M5e) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The first step when you’re done writing the storyline is to
create the world, but if you haven’t already, create your
main character and the rest of the party first. When
creating your world, you should go in a set order. First,
create all of the field maps your game will have. After
those are all done, set to work on your towns, then your
dungeons, which will probably take up the most time. Do not
go into the layout editor yet, you will do this when you are
done everything else. The steps required to make good field
and dungeon maps are described in Additional Game Mechanics.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create Enemies (M5f) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After your world is done, your character needs enemies to
fight in it! Create as many monsters as you wish, and if you
want, your main enemy can be created in the character editor,
and you can set up a character battle at the end of your
game. Make sure you balance your monster stats, or either
the monsters or the player will win almost every time they
battle.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create NPCs (M5g) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
The next step to creating your game is making your NPCs.
This will probably take a while, since you will have around
100 if you’re creating a fairly big RPG. When you are doing
this, you might want to code some of the NPC events at the
same time, or you can wait until later on, because you may
want to wait until you place NPCs on maps before coding the
events.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create Items (M5h) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Items can be whatever you feel like making at the time. You
will have several 100s of item most likely, and they will
take a long time to make. Be sure you assign weapons and
armor to be equippable by the correct characters, and also
make sure you create some unique items to make your game
original.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Create Events (M5i) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
After everything else is done, it’s time to start creating
all the events that will run your game. I find it best to
create events in the order the player will be going through
them, so I don’t confuse myself. For example, if you have
someone ask the player for help, code that event first, then
code the event where you find whatever item/information the
NPC was looking for, then lastly code the event where the
player returns the item/information and gets a reward. Make
sure you also throw in some random sidequests for the player
to do in order to receive additional rewards.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Layout Editor (M5j) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
Almost the last thing you will be doing in the creation of
your game is using the layout editor. Once everything else
is complete, start placing everything with the layout editor.
You will also be adding in shops in this step, so make sure
you have prices set for all your items. Make sure you place
everything, from towns and dungeons on fields, to every last
NPC and event in buildings, towns, and dungeons. The order I
usually place things in is as follows:
1. Place everything you need to place on your fields.
2. Place everything you need to place in your dungeons.
3. Place buildings in towns.
4. Place everything you need to place in your buildings.
5. Place everything else you need in your towns.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Game Settings (M5k) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
When you are done everything else, set up all your game
settings such as starting money and location.
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| Playtest (M5l) |
O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
When everything is done, playtest! Run through your entire
game, and go pretty much everywhere, even if you know you
don’t have to go somewhere, so you can find any glitches or
errors you made when creating the game. Correct any errors
you find, add anything you want to add, then let someone else
play your game!
O---------------------------------------------O
| Experience Table (M60) |
O---------------------------------------------O
This experience chart will show you how much experience a
character will need to level up depending on whether you
choose fast, average, or slow character leveling.
Level | Exp - Fast | Exp - Avg. | Exp - Slow |
------|------------|------------|------------|
1 | 0 | 0 | 0 |
2 | 11 | 15 | 30 |
3 | 31 | 43 | 89 |
4 | 71 | 99 | 165 |
5 | 131 | 183 | 281 |
6 | 221 | 309 | 453 |
7 | 356 | 498 | 711 |
8 | 558 | 781 | 1116 |
9 | 861 | 1206 | 1723 |
10 | 1316 | 1843 | 2634 |
11 | 1999 | 2799 | 4000 |
12 | 3023 | 4233 | 6048 |
13 | 4303 | 6025 | 8608 |
14 | 5903 | 8265 | 11808 |
15 | 7903 | 11065 | 15808 |
16 | 10403 | 14565 | 20808 |
17 | 13528 | 18940 | 27058 |
18 | 17434 | 24408 | 34870 |
19 | 22316 | 30560 | 43658 |
20 | 27808 | 37480 | 53544 |
21 | 33986 | 45264 | 64665 |
22 | 40936 | 54021 | 77176 |
23 | 48755 | 63873 | 91251 |
24 | 57551 | 74956 | 107084 |
25 | 67446 | 87424 | 124896 |
26 | 78578 | 101451 | 144934 |
27 | 91101 | 117230 | 167476 |
28 | 105189 | 134982 | 192836 |
29 | 121038 | 154953 | 221366 |
30 | 138868 | 177420 | 253462 |
31 | 158926 | 202695 | 289569 |
32 | 181491 | 231129 | 330189 |
33 | 206877 | 263117 | 375886 |
34 | 235436 | 299103 | 427294 |
35 | 267564 | 339586 | 485127 |
36 | 303708 | 385129 | 550189 |
37 | 344369 | 436365 | 623384 |
38 | 390113 | 494005 | 705727 |
39 | 441574 | 558850 | 798363 |
40 | 499468 | 631800 | 902578 |
41 | 564598 | 713868 | 1019819 |
42 | 637869 | 806195 | 1151715 |
43 | 720299 | 910062 | 1300097 |
44 | 813033 | 1026913 | 1448479 |
45 | 905767 | 1143764 | 1596861 |
46 | 998501 | 1260615 | 1745243 |
47 | 1091235 | 1377466 | 1893625 |
48 | 1183969 | 1494317 | 2042007 |
49 | 1276703 | 1611168 | 2190389 |
50 | 1369437 | 1728019 | 2338771 |
51 | 1462171 | 1844870 | 2487153 |
52 | 1554905 | 1961721 | 2635535 |
53 | 1647639 | 2078572 | 2783917 |
54 | 1740373 | 2195423 | 2932299 |
55 | 1833107 | 2312274 | 3080681 |
56 | 1925841 | 2429125 | 3229063 |
57 | 2018975 | 2545976 | 3377445 |
58 | 2111309 | 2662827 | 3525827 |
59 | 2204043 | 2779678 | 3674209 |
60 | 2296777 | 2896529 | 3822591 |
61 | 2389511 | 3013380 | 3970973 |
62 | 2482245 | 3130231 | 4119355 |
63 | 2574979 | 3247082 | 4267737 |
64 | 2667713 | 3363933 | 4416119 |
65 | 2760447 | 3480784 | 4564501 |
66 | 2853181 | 3597635 | 4712883 |
67 | 2945915 | 3714486 | 4861265 |
68 | 3038649 | 3831337 | 5009647 |
69 | 3131383 | 3948188 | 5158029 |
70 | 3224117 | 4065039 | 5306411 |
71 | 3316851 | 4181890 | 5454793 |
72 | 3409585 | 4298741 | 5603175 |
73 | 3502319 | 4415592 | 5751557 |
74 | 3595053 | 4532443 | 5899939 |
75 | 3687787 | 4649294 | 6048321 |
76 | 3780521 | 4766145 | 6196703 |
77 | 3873255 | 4882996 | 6345085 |
78 | 3965989 | 4999847 | 6493467 |
79 | 4058723 | 5116698 | 6641849 |
80 | 4151457 | 5233549 | 6790231 |
81 | 4244191 | 5350400 | 6938613 |
82 | 4336925 | 5467251 | 7086995 |
83 | 4429659 | 5584102 | 7235377 |
84 | 4522393 | 5700953 | 7383759 |
85 | 4615127 | 5817804 | 7532141 |
86 | 4707861 | 5934655 | 7680523 |
87 | 4800595 | 6051506 | 7828905 |
88 | 4893329 | 6168357 | 7977287 |
89 | 4986063 | 6285208 | 8125669 |
90 | 5078797 | 6402059 | 8274051 |
91 | 5171531 | 6518910 | 8422433 |
92 | 5264265 | 6635761 | 8570815 |
93 | 5356999 | 6752612 | 8719197 |
94 | 5449733 | 6869463 | 8867579 |
95 | 5542467 | 6986314 | 9015961 |
96 | 5635201 | 7103165 | 9164343 |
97 | 5727935 | 7220016 | 9312725 |
98 | 5820669 | 7336867 | 9461107 |
99 | 5913403 | 7453718 | 9609488 |
O===========================================================O
| Contact Info (N00) |
O===========================================================O
If for any reason, you need to contact me, send an e-mail to
me with RPGM3 FAQ as the subject, so I don’t accidentally
delete the message. I can be reached at
[email protected],
or message me on GameFAQs. Please do not message me on IGN or
GameSpot, because I don’t check my messages as I do on
GameFAQs.
O===========================================================O
| Credits (O00) |
O===========================================================O
Me – Writing this Guide!
My friends and family – Giving me ideas for this FAQ!
All the Hosting Websites... – Hosting the FAQ!
Special Thanks To:
Agetec – Making the Game =)
Logitech – Making the USB Keyboard which cut the time used to
make a game almost in half!
Everyone at The RPG Maker Pavilion – Providing help and
checking things I was unsure of.
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| Cool Stuff To Know About This Guide (P00) |
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This guide currently contains:
20,821 Words
29,551 Spaces
106,125 Characters (Without Spaces)
135,676 Characters (With Spaces)
3,255 Lines
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| References/Resources (Q00) |
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In order to help me make this guide as accurate as possible,
I had some help from the sources below.
RPG Maker 3 Instruction Manual – By Agetec Inc.
RPG Maker Community at The RPG Maker Pavilion
A few different game samples made by various people I know.
O===========================================================O
| Copyright/Legal Info (R00) |
O===========================================================O
©2008-2009 GoalieGuy6.
Note: This guide is copyrighted to me, GoalieGuy6. This
guide is for personal use only, and may not be altered,
modified, or redistributed. This guide may not be used to
make a profit, and may not be reposted on any site other than
the following without my permission. If you wish to post
this guide on your site, please contact me. Use of this
guide on any other website or as a part of any public display
is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.
The following websites have my permission to host this FAQ.
GameFAQs.com
IGN.com
GameSpot.com
Supercheats.com
CheatCC.com
If you see this guide on a website other than those five,
please contact me at
[email protected] with RPGM3 FAQ as
the subject.
O===========================================================O
| Need More Help? (R00) |
O===========================================================O
Come across a problem? Can't find the answer in this guide?
Here's a few sites that you may be able to find the answer to
your problem at.
The RPG Maker Pavilion -
http://www.rpgmpavilion.com/
The RPG Maker Magazine -
http://www.rpgmmag.com/
In fact, I learned a few of the tips and tricks in my guide
over there. Head on over sometime, I'm sure you'll find
plenty of people willing to help you solve your problems and
help you develop your game.