HOW TO USE the O.H.R.RPG.C.E
Last Updated Sept 7 2000

The O.H.R.RPG.C.E. is nearing completion, so the time has come for me to finish the HOWTO. If anyone of you advanced users want to write extra articles and tutorials for the HOWTO, I would greatly appreciate the help. Mail any additions to ohrrpgce@HamsterRepublic.com

This is probably more than you can remember, so you might want to print this file... or just ALT-TAB back and forth :)


CONTENTS

NOTE: If you want to password protect your game to prevent others from altering it, you can do so in the "General Game Data" menu. A password is never required to play a game, only to edit it. DONT FORGET YOUR PASSWORD!!!

NOTE: Always remember to backup your work. I cannot stress this enough. This applies to everything you do on your computer that is even the slightest bit important to you-- but you must be especially careful about backing up your RPG files. There may still be bugs in the OHRRPGCE, and sometimes when you find one of these bugs, it may corrupt your RPG file. If this ever happens to you, you should contact me at helpIcrashed@HamsterRepublic.com so we can try to identify the cause of the corruption so I can fix the bug and prevent it from happening to others, but I can seldom recover the lost data that you put so much hard work into. I make backups of Wandering Hamster every day I work on it, and I even make backups of my backups (okay, maybe Im a little paranoid :) bit the point is that backing up your files is important.

NOTE: The HOWTO does not contain information about plotscripting, cause thats really more of an `advanced' topic. For info on plotscripting, see the Plot Script Tutorial


Keyboard Conventions

Most of the CUSTOM.EXE is menu based. You can move up and down menus with the up and down arrow keys. Submenus can be selected by pressing ENTER or SPACE. You can always go back to the previous menu by pressing ESC. Numbers and other values can be changed either by typing, by pressing the left and right arrows, or when the left and right arrows are unavailable, by pressing the < and > keys (period and comma). In many places you can copy and paste values by pressing CTRL+C for copy, and CTRL+V paste.


Getting Started

First things first, if you have not downloaded the OHRRPGCE, get it from http://HamsterRepublic.com/html/ohrrpgce.html. The file you want is CUSTOM.ZIP. You will need an unzipping program to open it. I reccomend extracting the OHRRPGCE to a directory called C:\OHRRPGCE but you can put it anywhere you want.

Run CUSTOM.EXE. If you have troubles running it, consult http://HamsterRepublic.com/html/rpgfaq.html where you may find a solution to your problem.

You will want to create a new game, or if you downloaded Wandering Hamster or another non-password-protected RPG you might want to open it and try messing with things. Some people find it easyer to learn when they edit a pre-existing game (but remeber! Just because someone didnt put a password on their game, dont take that as a liscence to steal graphics and things for your own game. I left Wandering Hamster unpassworded only so people could look at it for examples)

We will assume that you are going to create new game. Choose "create game"

Type in a name for your game. This name is limited to 8 letters cause this is a DOS program, but you will be able to give your game a longer internal name.

The main menu in CUSTOM.EXE has submenus for each of the various data-editors that make up the OHRRPGCE. Most of these menus have sub menus underneath them.

Lets give your game a long name. Pick the "Edit General Game Data" menu. There qou will se a variety of options that affect your game. You will be returning to this menu later when you have more data. Go down to "Long Name:" and type in a name for your game. You can also add your name and/or copyright information in the "About Line:"


Making Maptiles

Now, you should draw some graphics. You dont need to draw them all to begin with, you can make them as you go along, but you will need at least some graphics to start out.

Go back to the main menu, and pick "Edit Graphics". This will take you to the Graphics submenu.

Making Maptiles

Pick "Edit Maptiles" from the graphics menu and then pick "Tile Set 0". A tile set is a collection of 20*20 pictures that you will later piece together like a mosaic to create your maps. Each tile set is a page of 160 maptiles. You can use different tile sets for different maps.

You can Pick "Draw Tiles" , "Cut Tiles" or "Define Tile Animation". For now, just draw some tiles. Cutting tiles will be explained later.

See that blue box up in the corner? That is your cursor. The screen is divided up into 160 tiles. The first one (top left) is the default tile You will want this one to be grass, water, void, whatever you want the map to be full of before you edit it.

Use the arrow-keys or the mouse (yep! the mouse works in the graphics-making portions of the OHRRPGCE) to select the top-left tile.

Using first the "Fill" tool, and then the "Airbrush" tool, lets make some simple grass.

Here are all the controls for tile-drawing mode

After you have drawn your tile, then press ESC. you will see your tile at normal size.

Now choose the second map tile (one space to the right of the one you just made)

Using first the fill tool, and then the line tool, lets make some simple water.

Press ESC when done, and now you will see both of your completed tiles.

You can copy tiles with CTRL+C and paste them with CTRL+V. This will be helpful when you are working on better, more detailed maptiles.


Making Walkabout Graphics

Okay, use ESC to back up to the graphics menu, and pick "Draw Walkabout Graphics"

Walkabout pictures are the small pictures used for heros and NPCs on the overmap. Each character uses eight pictures, two for each of four directions. Look in the top righthand side on the screen. See where it says "Up A"? Press right, and this will change. Start with "Down A" of "Set 0", and press ENTER to begin editing.

The sprite drawing program looks a little different than the maptile editor, but it works pretty much the same way. The important difference is that while maptiles can use any of the 256 available colors, Sprites can only have a palette of 16 colors.

The big palette of colors is your "Master Palette". the small palette of colors below it is your "current palette". You will use these 16 colors to draw your picture. The first color, Black, is transparent. Click on one of the other colors in your palette, say, Green. Now green is your current color. If you want to change that palette color to something else, you can click in your master palette to change it.

The controls in sprite editing mode are as follows:

Using the circle tool, the fill tool, and the line tool, lets make a simple character

Maybe he aint much to look at, but its a start. Press Esc to go back to the walkabout menu.

Oops! What do you do if you accadentaly drew a down-facing walkabout picture in the slot marked "Up A". Down-facing pictures should go in the slots marked "Down A" and "Down B". No problem, just Press CTRL+C to copy the picture you just drew, move the cursor over to the "Down A" slot, and press CTRL+V to paste him. Do it again for "Down B"

Now you need to draw the rest of the pictures for this walkabout set, up right, and left.

Now lets say we dont like the colors we used. No need to draw him again, we will just create a new palette. Select one of the pictures to get back into drawing mode. See the wide rectangle just below the word "Pal 0"? That is your current palette. Choose the next palette by pressing "]" or clicking the right-arrow next to "Pal 0". Dont worry! Your picture didnt get erased! The new palette is just blank. Click on a slot in the current palette, and assign a color to it by clicking on a color in the master palette. Fill up your new palette with colors.

You might want to stop right now and make a few palettes of colors you think might be useful together. Design your palettes carefully so you can reuse them for many different pictures, since there is a maximum of 100 palettes, and you will have more pcitures than that if you are making a large game.

If you dont have your picture centered just right, you can realign it by holding CAPSLOCK and pressing the arrow keys.

As with maptiles, you can copy and paste with CTRL+C and CTRL+V and you can also copy palettes with ALT+C and paste them with ALT+V

And lastly, You can mirror the picture with BACKSPACE. I find this very usefull for saving drawing time. Draw left facing pictures, copy them to the right facing slots, and reverse them! haha!

This same process applies to all sprites-- that means Walkabouts, Heros, Enemys, Weapons, and Attacks. The only difference is the size of the pictures, and the number of pictures in a set.

Many people would much rather create graphics in their favorite drawing program, and then import them. This can be done by saving images as 16-color BMP files (4-bit BMP). When you reduce your pictures to 16-color, you may be dissapointed with the loss of quality, but this loss can be minimised if you are carefull.

To import a BMP, press "I" while editing a sprite. You will be able to browse for BMP files.

Pick the one you want, and then choose what you want to do with the palette. You can press left and right to pick which slot the palette will be written into. If you have already imported a picture with the same palette, or if you are going to build a palette by hand, you can pick "Import Without Palette"

Now you have to choose the background color (transparent color). Move flashing cursor over any pixel of the color you want to make transparent, and press ENTER

Boom! You have your picture, ready to use.

The size of sprites are as follows:

A very common mistake is to save your BMP files with a color depth other than 16 color (4-bit color). If you save your files in the wrong color depth, they will show up dark grey in the import screen, and you will not be able to import them.


Moving on to Map Construction

Pick Edit Maps from the main menu. Map00 is ready to edit. As you go along, you can make more maps. There is a limit of 100 maps (00-99).

Pick map 00, and you will go to the map sub-menu. Choose "Map Name:" and type in a name for your map.

Now lets pick "Resize map..." and choose a new size for the map. you will see a small preview of your map (now empty) where each pixel represents one tile. A screen is 16 tiles wide by 10 tiles, so size your map accordingly.

The arrow keys resize the map, and CTRL+arrow keys offset it. Hold ALT to move fast. Press ESC to cancel, or ENTER to confirm and resize. I reccomend starting off with a medium sized map. Try 110 wide and 45 high. You can change the size later.

Your map can be no smaller than 16x10 and it's total area can be no greater than 32000 square tiles

Next choose "Edit TileMap". The last five options are the five editing modes, Tilemap, Wallmap, Doors, NPCs, and Foemap. You can change between them while editing by pressing F1 thru F5, but for now, just worry about Tilemap. You should see the tiles you drew earlier along the top of the screen

While Editing the TileMap:

Select your water tile, and use the arrow keys and the space bar to draw some water on to your map.

You may want to go back to the maptile editor, and draw some more tiles for your map; shoreline, trees, rocks, etc. Then you can come back to the map editor, and pretty-up your map a bit.

After you have made your map, press F2 to switch to Passability mode. This is the same as pressing ESC and picking "Edit WallMap" from the menu

Now you get to define where heros and NPCs can walk.

The controls in Passability mode are as follows:

As you press SPACE or CTRL+Arrow-Keys, you will place walls on the map. they will show up as flashing grey lines Nobody, hero nor NPC can walk across the flashing grey lines (well, vehicles can sometimes, but we will get into that later).

Now press F3 to go to door mode.

By this time, you should have the hang of the controls, so I wont go into detail.

Just for the sake of practice, create two doors on your map. Door 0 and door 1. The press ESC, and pick "Link Doors" from the map menu. A door is only a logical marker, you will still need to draw a tile that will provide the visual picture of the door.

Each of the statements links an entry to an exit. by default, all links are: Door 0 always leads to Door 0 on map 0. Pick the first statement, and press SPACE or ENTER

The first number identifies the entry door. The second number identifies the exit door, and the third number identifies what map the exit door is on. The fourth and fifth numbers are for conditional tags.

Change the numbers to:

 Entrance Door 0
 Exit Door 1
 Exit Map 0
 Require Tag 0 [N/A]
 Require Tag 0 [N/A]

now press ESC, and pick the next statement down the list.

Change the numbers to:

 Entrance Door 1
 Exit Door 0
 Exit Map 0
 Require Tag 0 [N/A]
 Require Tag 0 [N/A]

Now Door 0 and Door 1 on your map are linked!


Making a Hero

Before you can test out your map and your doors, you need to make a hero. Go back up to the main menu, and into the graphics menu.

First, choose "Edit Walkabout Graphics". Draw a set of walkabout graphics for your hero. (or you can just use the walkabout graphics you drew already)

If you want to do it now, you can pick "Edit Hero Graphics", and draw the graphics that your hero will use in battle, but you will be able to test your map without them.

Pick "Edit Hero Stats" from the main menu.

Highlight "Name:" and type in a name for your hero.

By highlighting <-Pick Hero #-> and pressing left and right you can choose other heros to edit. Just make hero 0. When you start playing a new game, you begin with hero 0.

By picking "Apperance..." you can set the hero's picture and palette. If you drew battle pictures for your hero, you can choose them here too.

By default, the hero starts in the top left-hand corner of the map. You can change this in CUSTOM.EXE by picking "Edit General Data" from the main menu.

If you want to pinpoint a specific spot, just edit the tilemap, and look at the numbers in the bottom left of the screen. they show the X and Y location of the cursor. Put the cursor where you want your hero to start, and remember the numbers. Then set them in "General Game Data"

Okay, now you are ready to test. Quit to DOS, and run GAME.EXE

Pick your game from the menu. Press a key to skip the title screen, which is blank right now, and voila! You will be able to walk your hero around your map. Try out your walls, try out your doors.


Battles

Okay. Now lets talk about getting a battle going. There are alot of steps. Use the game "SAMPLE". It is a single simple map, and some pre-made graphics that you can use to learn to make battles.

Start up CUSTOM.EXE and pick SAMPLE

First, you should name all the stats. Pick "Edit Stat Names"

You will see a list of stats. For each of them, press ENTER, and type in a name for the stat. The have default names, but the defaults arent very good. Go ahead and name them all.

Okay. Now go back to the main menu, and pick "Edit Hero Stats"

You should see HappyFace (what is this thing I have with happyfaces?).

Pick "Edit Stats". Now, you will see all of the stat names, along with numbers. The numbers on the left are the character's abilities at level 0, and by level 99, the character will have built up to the numbers on the right.

Normally, you would want small numbers at level 0, and high numbers at level 99, of course, If you want your character to get weaker over time, then you can do that too. If you have played Final Fantasy II, you might have noticed that Tellah loses strength with each levelup.

Anyway. Pick some numbers. You will probably want to re-adjust these numbers if your character is too strong or too weak in battle.

You can fix them later if you heros are doing 1 damage per hit... or thousands... or dying instantly... or never dying...

This is the meaning of each stat:

Now go back to the main menu, and pick "Edit Attacks"

See the twitching fuzzball in the lower right? That is going to be the attack.

First change the palette. I pre-defined a few palettes for you to use. Make it blue or red or something.

For most of the attack-stats, you can just leave the defaults.

Set "Attack Motion" to "Projectile"

the "Delay" option tells how many game ticks the character will wait between the time you tell the character to attack, and when they actually do it. I have not calculated it, but I would guess that 10 ticks is about one second.

And now, this is important name the attack. If you dont name it, there will just be a blank in your hero's battle menu.

Here is the explanation of each of the attack stats:

Now to make enemies. go back to the main menu, and pick "Edit Enemy Stats"

Type in a name for the little booger. Dont bother with typing any death text, because it isnt used yet-- and probably wont ever be. Im gonna use that data for something else, but I keep forgetting to remove it from the menu

Now pick "General data..." I personally would give it the green palette, but that is just a matter of taste. Go ahead and set gold and experience, but dont bother with the Item stuff, since you have not created any items yet.

Now go back and pick "Edit Stats" from the enemy menu. The enemy never grows in experience, so there is only one set of numbers. Set them to values that are a little lower than what you gave to your hero.

Just dont make them too much higher than the numbers you gave to your hero, or you will get slaughtered.

Now back to the enemy menu, and pick "Edit Attacks" Set one of the standard attacks to the be the little twitching fuzzball attack you made earlier. Then the enemy will attack the same way the hero does.

This is the way an enemy fights: Normally, it randomly picks one of the five "Standard" attacks. If the enemy is almost dead, it will instead pick one of the "Desperation" attacks. If it is the only enemy left alive, it will pick its attack from the "Alone" attacks. If there are no desperation or alone attacks, then the enemy will just resort back to it's standard attacks. "Counter" attacks dont work yet.

All an enemy really needs is a single standard attack, and it will work.

Now make another enemy. Go back to the enemy menu, and switch to the next enemy-- now you should see <-Pick Enemy 1-> instead of <-Pick Enemy 0->

Type in a new name.

Pick "General data". Change the "Size" option. There are three sizes of enemy graphics; small, medium, and large. The size option picks which set of graphics the enemy will use. When you change size to 1, you will see a three headed thingy.

Go back to the enemy menu, and Edit stats to make this enemy different. Maybe give it less power(third number), but more extra attacks(last number)

Since you only have one attack right now anyway, there is no point in changing the second enemy's attacks. Just make sure that it has one standard attack set to the twitching fuzzball attack.

Good! Now you are ready to make some enemy formations. Back to the main menu, and pick "Edit Enemy Formations"

Oh! I forgot! You have no background. A background is just for looks, it doesnt affect gameplay, but naturally you will want one. Back to the Main Menu, then into the Graphics menu, and pick "Import screens"

Pick "Replace Current Screen" -- you will be replacing the null-black background. If you think you might want to use the blank background for something, then choose "Append a new screen" instead

I packaged one sample BMP file for you to test. You will see it's name "SANDSEA.BMP" You can make your own background in any drawing program. I use PaintShop Pro or Corel PhotoPaint. Just make sure that the picture is exactly 320 pixels wide, and 200 pixels tall, and is saved as a 24-bit BMP file.

Pick SANDSEA.BMP, and it will be imported. This may take a few minutes if you are using a 486, but only a second or two on a fast computer

Looks kindof bad, doesnt it? The ground was supposed to be yellow, but It was just a little too close to brown, and translated wrong. This is easy to fix. Pick the "Disable Palette Colors" option. You will see a big palette showing you all of the available colors.

By highlighting a color and pressing SPACE BAR, you can disable and enable colors. Eliminate the entire Brown row. when you do this, you should see most of the picture blacked out.

Now, pick "Replace Current Screen", and the picture will be re-imported. It will now ignore the ugly browns, and use the next best color, Yellow.

(Note: The very same process of importing is used to import your Title screen. After you have imported a title screen, you can pick it in "Edit General Game Data" on the main menu)

NOW you are ready to make formations!

Back to the main menu.

Pick "Edit Battle Formations"

Pick "Edit Individual Formations"

Now you can see the background you just imported. The Blue Rectangles represent the locations of your party.

You can set the "Battle Music" number, but it wont do any good until you have imported some BAM files.

Go to an "-EMPTY-" slot, and press right. Your first enemy should appear. Press ENTER, and you can move him around. (hold ALT to move him fast)

Press escape, and set another enemy. You can have up to 8, but I wouldnt reccomend setting too many right now, otherwize your hero may get slaughtered. One or two is fine.

Now change the formation number -- <-formation 1-> instead of <-formation 0-< And set your second enemy instead. Then edit formation 2, and set a combination of both enemies. Now you have three enemy formations, (0 to 2)

Press ESC, and go back to the formation menu. Pick "Construct Formation Sets"

You are editing formation-set 1. remember that. "1" Set the battle frequency. There is a number, internal to the game, that averages about 100. Every time you step on a spot where an enemy could be, it subtracts the battle frequency from that number, and when that number reaches 0, a battle happens.

I reccomend 9, but pick whatever you want.

Now, change three of the "Empty" slots to read "Formation 0" "Formation 1" and "Formation 2". Now, when a battle occurs, it will randomly pick from the three enemy formations that you set up earlyer.

Okay. Final Step. Now you have to make the Foe-mapping

Go back to the main menu, and pick "Edit Map Data"

Pick "Map 00"

and pick "Edit Foemap"

You will see a simple map that I have already created.

See the word "Set: 0" in the top left of the screen? Press "." to change it to "Set: 1"

Now you can choose which maptiles you must walk over to fight the enemies you made from the enemy formations you made in formation set one (that you just made)

Move the cursor over the sand, and press SPACE. a "1" appears. Now, whenever you step on that tile, there is a chance of having a battle.

Do the same for each tile of the sand.

If you made a mistake, you can correct it. Press "," and the "Set 1" in the upper left will become "Set 0" again. Now you can press SPACE to make a tile safe to walk across again.

Now exit to DOS, and run GAME.EXE

Pick "SAMPLE", and try out what you have done. You should be able to walk around safely in the grass, but fight enemies when you walk on the sand.

Now is the time to readjust the stats that you gave to your heros and enemys. If you used the example numbers I gave, the enemys will be too easy because they only do one point of damage per hit. Try giving them more Atk power.


How to use NPCs and Tags

In case you dont know, NPC stands for Non-Playing-Character. In other words, generic townspeople. in the O.H.R.RPG.C.E, NPCs are also used as treasure chests, pushable scenery, etc.

Okay. Start CUSTOM.EXE, and load up NPC_TAG. It is another pre-made tutorial.

Pick "Edit Map Data" and choose "Map 00"

Pick "Edit NPCs"

You will see a list of happyfaces. The first one is green. He is pre-made. Pick the second happyface on the list. (the first yellow one)

Change his "Palette" to 2 (light blue) so that you will be able to tell him apart from the other happyfaces.

Change his move type. It determines how he will move around on the map.

The meanings of each move type are as follows.

After choosing a move type, give the NPC a "Move Speed" The move speed determines how many pixels the NPC moves each step. The player moves 4 pixels each step.

Now set "Display Text" to "2" At the bottom of the screen you should see the words "Talking to me will make the green guy"

This is the first line of a text box that I pre-made using "Edit Text Boxes" on the main menu.

Now, when you use this NPC, text box 2 will be activated.

"Pushability" may be set if you want the player to be able to push the NPC around the map.

"Autoactivation" can be turned "On" if you want the NPC to be used automaticly when you stand next to it, rather than waiting for the player to press SPACE or ENTER

Now Press ESC to go back to the list of happyfaces.

Pick the next NPC on the list.

Set its "palette" to "3" (red) and set its "Display text" to 3 ("With proper use of...")

Set any other stats as you wish, and press ESC.

Now pick the next NPC on the list of happyfaces.

make his "palette" 4 (purple) and his "display text" 6 (I am an Inn...)

Now go back to the list of happyfaces.

You should see the Green pre-made NPC, and the three NPCs that you just made. blue, red, and purple.

Now you are going to place these NPCs on the map.

pick "Place NPCs"

Now you should se a pre-made map. Your cursor is the spinning Green-happy. A green happy has already been placed on the map.

By pressing "." and "," you can change which NPC the cursor is. Press "." once, and it will become your blue-happy.

The controls in NPC mode are as follows:

Place a copy of your blue-happy somewhere on the green part of the map.

press "." again to select your red-happy. Place it, and repeat the process again for the purple-happy.

Now exit to DOS, and run GAME.EXE

load NPC_TAG

As you walk around and talk to the happyfaces, you will notice that they make a variety of claims which simply are not true.

Next, I will show you how to make the happyfaces actually do these things.

Exit back to DOS, and run CUSTOM.EXE

First, to make the blue-happy remove the green-happy. this is done with tags. Pick "Edit Maps", open Map 00, and pick "Edit NPCs".

pick the green-happy.

see the two lines that say "Appear if Tag 0 [N/A]" ? See at the bottom of the screen where it says "Appears all the time" that is what "Appear if Tag 0 [N/A]" means

Change one of the two lines to "Appear if tag 2 = OFF"

The game keeps track of 1000 little tags, each of them can be OFF or ON. All tags start out OFF. That means that tag 2 should start out OFF, and As long as tag 2 stays OFF then the green-happy will exist, but the moment tag 2 becomes ON then the green-happy will dissapear.

Now go back to the main menu.

pick "Edit Text Boxes"

Now press right until you get to "text box 2" You will see the text where the blue-happy is claiming to make the green-happy dissapear.

Pick "Edit conditionals"

look where it says:

 Never do the following
  set tag 0 = ON [unchangeable]
  set tag 0 = ON [unchangeable]

Tag 0 is always OFF, and it is a special tag that can never be set ON. This means that the two "set tag" statement will never happen.

pressing left and right will change the conditionals.

Change them to read:

 always do the following
  set tag 2 = ON (green-smiley)
  set tag 0 = ON [unchangeable]

Now, when you talk to the blue-happy, the game will check to see if it needs to do any of its conditional commands, and it will see the "always do the following" and it will know that it needs to set some tags. Tag 2 will be turned ON

Now, since tag 2 = ON, the green-happy can no longer exist. Poof! he is gone.

how come there are two "Set tag" commands? Thats just in case you want to set two tags at the same time with a single text box.

Now to make the Red-Happy say different things.

In "Edit Text Boxes" press right until you reach "text box 3"

pick "edit conditionals"

look where it says:

 never do the following
  use [text box or script] instead

Quite obviously, this does nothing.

Change it to read:

 If tag 3 = ON (red sez other stuff)
  jump to text box 4 instead

Now, remember that tags start OFF, so the jump still isnt taking place.

Just like with the blue-happy, change the second "If-Then" to:

 always do the following
  set tag 3 = ON (red sez other stuff)
  set tag 0 = ON [unchangeable]

Now, the first time you talk to the red-happy, the jump will be ignored, and tag 3 will be set to ON

The second time you speak to the red-happy, the first "If" will be true because tag 3 is now ON. Text box 4 will be displayed instead of text box 3

Now pres ESC, and move right to text box 4.

Change the first two conditionals to:

 If tag 4 = ON (red sez yet more)
  jump to text box 5 instead
 always do the following
  set tag 4 = ON (red sez yet more)
  set tag 0 = ON [unchangeable]

Voila! Now the red-happy can say three different things in a row!

So where are those names coming from? like "red sez more stuff" On the main menu you can pick "edit tag names" and give names to the tags so it is easy for you to remember what they mean in the game

Now to make the Purple-happy an Inn.

In "Edit Text Boxes" move right to "text box 6"

Pick "Edit Conditionals"

The sixth conditional says:

 never do the following
  restore the party's HP and MP

Change it to:

 always do the following
  goto an in that costs 5$

Now, when you speak to the purple-happy, he will be an inn that costs five bucks!

Now exit out to DOS, and test it all!


Adding, Removing, Swapping-In, Swapping-Out, Locking and Unlocking Heros

Many people ask how to add heros to your party, well, let me tell ya.

If you went thru the previous section of this HOWTO, you should know how to use text box conditionals. You use them the same way to manipulate your party.

Pick "Edit Text Boxes"

Locate the text box you want to use to add/remove/whatever heros

Pick "Edit Conditionals"

Down near the bottom of the list, you will see:

 never do the following
  do not add/remove heros
  do not swap in/out heros
  do not unlock/lock heros

I apologise for the double negatives :)
So far, this text box will not change your party in any way.

So, change the first line to "always do the following"

Now, you can modify each of the three lines to make changes to your party. here is what each change means.

Sooo... How do you make a character leave your party, but still have the same experience and equipment when he/she returns? Simple. Dont remove the hero at all. Just "Swap-out" the hero, and then "Lock" the hero. When you want the hero back, you can just "Swap-in" and "Unlock" him/her


Animating Maptiles

In previous versions, the last two tiles in a tileset have magically toggled, creating simple animation. This is no longer true. The new system for animating maptiles is much more complicated, but the results are far spiffyer.

It is now possible to animate many different tiles, in two possible patterns for each tileset.

Pick "Edit Maptiles" from the graphics menu, and choose a tileset.

Pick "Define Tile Animation"

You have your choice of animation set 0 and animation set 1. Each can be applied to a different range of tiles, and each can have it's own pattern. For example, I like to use the first animation set for a rapid toggle between two tiles to get that "flicker" or "twitch" effect. I usually use the second animation set to cycle through three or more tiles to get a "pulsing" or "waving" look.

Start by picking "Set Animation Range"

You will now see your whole tile set, with all except the bottom three rows greyed out. The greyed tiles are unavailable for animation. The clear tiles can be animated. Using the arrow keys, you can change the range of animatable tiles. Try it.

Next pick "Set Animation Pattern"

The Animation pattern is a sort of a simple script that shows how your animating tiles should move.

Right now, what you should see in the animation pattern is:

     right 1
     wait 3
     left 1
     wait 3
     end of animation 

With this pattern, your tile becomes the tile to its right, waits three more ticks, becomes the original tile again, waits three ticks, and repeats. This way, your tile changes between two pictures every three ticks in an A, B, A, B, A, B... pattern

By pressing enter on any of the steps, you can change its "Action" and "Value". The meaning of each possible action is as follows:

You might want to try something fancyer:

     wait 2
     right 1
     wait 2
     right 1
     wait 2
     left 1
     wait 2
     left 1
     end of animation 

causing the animating tile to go in an A, B, C, B, A, B, C, B, A... pattern

There is a limit to how complex your animation can be. Only eight steps (not counting the "end of animation")

Back up to the previous menu, and pick "Test Animation"

Here you will see three rows of maptiles. these are the same tiles that you selected under "Set Animation Range"

Move the cursor around to see a preview of how each tile would look when animating.

The last step is to make tiles on your map animate.

Go back to the main menu, and pick "Edit Map Data". Choose your map, and go into "Edit TileMap" mode. Place your cursor over a tile that you want to animate and press "1"

The tile should start using the animation pattern you just defined. If you want to make a tile stop annimating, press 1 again. Press 2 if you want a tile to start or stop using the second animation set.

If your tile isnt doing anything, there are several things that could be wrong:

So what if you have a whole bunch of tile to animate? Do you have to press "1" on each and every one of them? Nope. Just put your cursor over one of them, hold CTRL and press "1". Every single tile on the map that looks exactly the same as the one under your cursor will start to animate. This is very usefull if you are like me, and enjoy making entire oceans animate.

What if this all sounds too complicated? What if you just want to make all of your tiles work like they used to? no problem. When you load an old RPG file, it will be automatically updated so that any animating tiles you had before will still work.


Vehicle Use

Vehicles, long awaited and finally here. For a newbie, they might seem rather complex. For a veteran, it might still look complex. But, vehicles are rather easy and fun to make and use. For this section, please use SAMPLE.RPG, as I will too. The first step to making a vehicle is to decide what type of vehicle you want to make. Is it a car, a boat, a plane? Plan ahead.

After you have planned on what you want your vehicle to be, you must draw it. You draw your vehicles inside the walkabout graphics mode. This is also where you draw your character and NPC walkabouts.

After you have drawn your vehicle walkabouts, you now have to make the vehicle's stats. To do this, go into the Edit Vehicles menu.

You should now be presented with a screen like this:

Under Previous Menu are the vehicle's stats. These give your vehicle it's own personality. Here is what each one means:

Now that you have made your vehicle, it's time to place it on a map to use. To do this, go into Edit Maps and go into the Edit NPCs mode. Yes, vehicles are NPCs on your map. Choose an NPC that is going to be your vehicle. Next, you must give the NPC-Vehicle a picture. Choose your vehicle's walkabout graphics and change your pallette to your vehicle's pallette, if necessary. So far, your screen will probably look like this:

Now, we have to tell the OHR that this NPC is a vehicle. Down at the very bottom, set the VEHICLE command to your vehicle's name. In this example, we'll use Default Boat. This tells OHR that this NPC is the vehicle you selected. Now, we have to place your vehicle on your map and specify it's wallmap.

Go into the map editor and choose your map you want to place your vehicle on. Make sure WALLMAP mode is on by pressing F2. We are going to make a boat. To do this, you first need to make an outline of your entire map, like this:

Next, you need to specify the vehicle's wallmap. You might be a little lost right now, but it will all become clear. Vehicle's have two walls of their own. Wall A, and Wall B. Press A for wall A, and B for wall B. You do various things with these walls, but we'll get into that later. The Default Boat uses the B wall. Place wall B on the map along your shoreline. It should look like this:

Now, all we need to do for the finishing touches is to add the boat. Press F4 to go into NPC mode (remember, vehicles are NPCs.) Switch to the NPC that is the vehicle and place it on the map. You have created a vehicle. Go into GAME.EXE and try it out.

Let me explain what we just did. In the vehicle Default Boat's bitset, see how the two bitsets are on, Dismount One Step Ahead and Pass Wall While Dismounting. If you tried the RPG with the vehicle, you found out that if you pressed space, you would get on the boat. You may have also found out that if you pressed space while facing the shore, you got off and walked forward one space.

NOTE: The Pass Walls While Dismounting bitset is important to boats. If the Pass Walls While Dismounting bitset was off, you wouldn't be able to get back on land. You would try to move forward one space, because the Dismount One Step Ahead bitset was on, but you can't. That's how important the Pass Wall While Dismounting bitset is to boats. If you made an airship, that wouldn't matter.
NOTE: If your vehicle can use doors and you have a Dismount Script, the Dismount script runs AFTER you use the door.
NOTE: When you use the plotscript command DISMOUNT VEHICLE, the pass walls while dismounting and the dismount one space ahead bitsets don't work.


Ah! that is the end of the HOWTO. Do you feel enlightened?

Anyone who is interested in helping me by writing new chapters for the HOWTO should mail ohrrpgce@HamsterRepublic.com

James `SPAM Man' Paige