Mecha Melee (aka, Battlebots/Robot Wars) Minigame tutorial © Garland (aka, Steve Rushing), 2002. This FAQ is currently only allowed to be hosted on my website (www.freewebz.com/catgirlhunterc), Auto-Start (http://www.auto-start.cjb.net) or the Future Dreams Network (www10.brinkster.com/futuredreams/main.html). If you see it elsewhere, or wish to put it on your site, please e-mail me at darkon@xoasis.com, and put FAQs: in the subject line. This FAQ may not be reproduced in any manner, mechanical or otherwise, in any for-profit publication without my written consent. ======================================================================= Index 1: Introduction/Prerequesites 2: Making it 3: Due to a freak accident with a rabbit, there is no number three. 4: Additional information 5: Credits ======================================================================= 1: Introductions/Requirements. This FAQ is intended to show you how I jimmy rigged a Battlebots style miningame in my RPG, so you can do likewise. I'd imagine that it'd also be possible to make a Zelda style combat system like this, with a little modification. Requirements: 1) RPG Maker 2000 (of course, if you couldn't figure that out, you probably here this used to describe you quite often: http://hammer.prohosting.com/~moosemaj/sounds/sketches/ratfaced.wav) 2) Understanding of how to use variables. You'll be tracking the positions of both friend and foe, so this'll be important. 3) Some graphics to use for your bots. 4) Understanding of the fact that you can't just copy and paste the code from this page to your game, but instead have to figure out how to get it in there yourself. ======================================================================= 2: Making it First, you'll need a battlebox. A simple 20x15 map, with the Inner chipset, and a 13x13 walled in area in the middle works quite well. You'll also want an event on the left with the opponent's sprite, and one on the right with the hero's sprite. You'll also want an event in the box with the sprite of the enemy bot, and if you're ripping this off directly, put it at 6,7. (in this case, I called it botopponent to make it easier to figure out what it is.) Event commands for botopponent: trigger: on touch >flash event: hero-0.2 (W) >change var: Var[0092:herolife] (-) - 1 > event commands for heropilot: trigger: parallel process >memorize place:Map[0001],X[0002],Y[0003] event commands for humanopponent: >If Var(0007) V[0002]](>) >>Move Event: botopponent-Left >>Wait: 0.3sec >>Change Var: Var[0007](-)- 1 :End Case >If Var(0007) V[0002](<) >>Move Event: botopponent-Right >>Wait: 0.3sec >>Change Var: Var[0007](+)- 1 :End Case >If Var(0008) V[0003](>) >>Move Event: botopponent-Up >>Wait: 0.3sec >>Change Var: Var[0008](-)- 1 :End Case >If Var(0008) V[0003](<) >>Move Event: botopponent-Down >>Wait: 0.3sec >>Change Var: Var[0008](+)- 1 :End Case >Change Var: Var[0009](Set)Var[0007] >Change Var: Var[0009](+)-1 >Change Var: Var[0010](Set)Var[0007] >Change Var: Var[0010](-)-1 >Change Var: Var[0011](Set)Var[0008] >Change Var: Var[0011](+)-1 >Change Var: Var[0012](Set)Var[0008] >Change Var: Var[0012](-)-1 event commands for EV0004 (invisible event, 2 pages): Page 1: Trigger: Auto Start >Change Hero Walk Graphic: (Alex) Vehicle-8 (you will want to make your own. This is an airship graphic.) >Change Var: [0091 to 0092](Set)-20 >Message: We will be starting as soon as you hit enter. >Move Event: humanopponent-Face Right >Change Var: Var[0007](Set)-6 >Change Var: Var[0008](Set)-7 >Change Switch: Var[0025]Switch ON Page 2: Trigger: Parallel Process Switch: 25 >Disable System Menu Disable >Enter Password: Var[0005] >If Var(0005)1 >>Move Event: Hero-Down :End Case >If Var(0005)2 >>Move Event: Hero-Right :End Case >If Var(0005)3 >>Move Event: Hero-Left :End Case >If Var(0005)4 >>Move Event: Hero-Up :End Case >If Var(0005)5 >>If Var(0007)V[0002](=) >>>If Var(0011)V[0003](=) >>>>If Hero==>Up(Direction) >>>>>Flash Event: botopponent-0.2sec(W) >>>>>Change Var: Var[0091](-)- 1 :End Case :End Case >>>If Var(0012)V[0003](=) >>>>If Hero==>Down(Direction) >>>>>Flash Event: botopponent-0.2sec(W) >>>>>Change Var: Var[0091](-)- 1 :End Case :End Case :End Case >>If Var(0008)V[0003](=) >>>If Var(0009)V[0002](=) >>>>If Hero==>Left(Direction) >>>>>Flash Event: botopponent-0.2sec(W) >>>>>Change Var: Var[0091](-)- 1 :End Case :End Case >>>If Var(0010)V[0002](=) >>>>If Hero==>Right(Direction) >>>>>Flash Event: botopponent-0.2sec(W) >>>>>Change Var: Var[0091](-)- 1 :End Case :End Case :End Case :End Case >If Var(0005)6 Show Choice: Contine/Forfeit :[Continue]Case > :[Forfeit] Case >>Message:Are you SURE you want to quite? >>Show Choice:I SAID I did, didn't I?/Hmm... on second thought... :[I SAID I did, didn't I?] Case >>>Game Over :[Hmm... on second thought...] Case >>> :End Case :End Case :End Case >If Var(0092)0(<=) >>Message: Oh, we're so sorry. You've lost. >>Game Over :End Case >If Var(0091)0(<=) >>Message: You won! Good job! >>Goto Title Screen :End Case There ya go. That's all there is to it. Easy, neh? ======================================================================= 3: Due to a freak accident with a rabbit, there is no number three. ======================================================================= 4: Additional Information You can download a copy of the demo of this, which will be in my game, Feline Fantasy X, at http://www.freewebz.com/catgirlhunterc/. I also plan on making available some character and chip sets on there which would be good for such things. ======================================================================= 5: Credits FAQ written by Garland Thanks goes to Don Miguel for translating RPG2K into a language I understand, to ASCII for making RPG2K in the first place, and to anyone who goes to my website and gets me a few more hits. ;;)