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In this tutorial you will learn…
How to make some dashing shoes
How to use an automatic switch
A bit about using positive states in event systems
And a bit about using armours in systems
Hey there, and welcome to my Dashing Shoes tutorial! In this tutorial, we'll be looking at how we can create an equippable accessory that will make a difference
to the player on the field when the item is equipped to the first player in the party. So, without further intro, let's make some Dashing Shoes!
For this, you will need:
ê An armour
ê A switch (automatic)
ê A common event
Okay, so, get yourself a map where you can do some dashing, and go into the database. Once you're there, you need to make a new armour, and call it Dashing
Shoes, or whatever you want to call your speed-inducing-footwear. Set the type of armour to accessory. Now, you can change a couple of things here, if you like:
for example, you could change it so that when the player is wearing the Dashing Shoes, their evasiveness goes up in battle, which means that it will be easier
for them to dodge attacks. This is what my armour pane looks like…
If you're feeling really ambitious, then you can attach the Dashing Shoes to a positive state and have that give the wearer some positive effects in battle. If
you want more details on positive states, take a look at my Positive States tutorial in the Advanced Database tutorials section of the site.
Okay, now we've got the armour, we need to stay in the database and head over to the common events tab. Here we are going to create a new common event called -
yup, you got it: Dashing Shoes. At the top, we're going to set the trigger to being parallel, and the condition to a new switch called Dash being switched on.
But wait! I hear you cry. We have
no way of turning this switch on! Don't worry - we're going to set this switch to turn on automatically at the start of a new game (we'll do this in a moment).
Meanwhile, we need to input some commands into the common event. First, put in a good old conditional branch. This one is going to check whether the main
character (I.e. The first player in the database list of actors) has the Dashing Shoes equipped or not. The command you'll be looking for is on the second page
of conditional branch options, and looks like this…
You can see that I have the options set already. When you've done that, inside the first branch of the conditional branch, insert a Set Move Route command, with
the target being the player, and changing the speed to 5 (or 6, if you want your actor to run ridiculously fast!). And then, after that, add - you got it - a
Wait for Move's Completion command. This will ensure that wherever you are, if the Dashing Shoes are equipped to your first player, then your speed will
increase to 5.
In the Else section of the branch, we need to add a Set Move Route command changing the player's speed back to 4 (the default), and then another Wait for Move's
Completion command afterwards. Now your common event should be looking something like this…
Okay, so, we've got the armour and we have the common event. There's one more thing we need to do before we test it out, and that's to turn on the automatic
switch. I go over this in detail in my actual Automatic Switches tutorial, but I'll just go over it quickly here
for those of you who just want to make some Dashing Shoes.
Open the Script Editor by pressing F11 on your keyboard, selecting it from the Tools menu or clicking the little icon on the toolbar. When you've got it open,
find, in the script list, the script called Scene_Title. Click on that, and in the script pane, scroll down until you find a code comment that says * Command:
New Game. Scroll down a bit further, until you find $scene = Scene_Map.new. Got it? It should be looking like this…
See it? Okay, underneath that, we're going to add a couple of lines of code. Firstly, we need to turn on the switch that we want. To do this, we need to know the
number switch that it is. You remember the numbers that are next to the switch's name in all the editors? That's the number we want. The number of my switch, as
you can see from the third screenshot down, is 3. So, underneath our $scene = Scene_Map.new, we're going to add the following…
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$game_switches[3] = true
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See what we've done? Now, there's one more little thing that we need to add before we go on. Directly beneath that command, at the following, on a new line…
It's a little confusing to explain why we need this (if you would like an explanation, take a look at the Automatic
Switches tutorial), but we need to make sure that we put this in, otherwise it won't work. Our little snippet of script should look something like
this…
And that't it! We're all set to test out our little Dashing Shoes system. You'll need to set up a placeholder event to get the Dashing Shoes into your inventory,
and then you need to remember to equip them - but after that, it should work. Pretty cool, huh? You can use this system as a basis for all kinds of accessories
that have effects on the field. Try making an accessory called the Luminance Bracelet, which, when it is equipped to the main character, lights up any cave
that they enter into. You'll have to incorporate some techniques from my Using Pictures tutorial to get the full
effect!
I hope that tutorial has been helpful. In the next tutorial, I will go over how to make a bridge that breaks under certain circumstances. See you there!
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