**************************************** * RPG Maker 95 FAQ * * By: Silver Queen * * Email: silverstorm_99@yahoo.com * * http://silverqueen.cjb.net * **************************************** *%*%*%VERSION 2.1*%*%*% *********************************************************************** I usually try to figure out things on my own especially computer related. I guess you could say I've an ego the size of mars when faced with any computer program. I downloaded the RPGMaker 95 program and told myself, "how hard can a simple program like this be?" Boy was I wrong. I got totally stumped with switches. So I downloaded another RPG Maker 95 game and tried to figure it out from there. I finally got a little about what switches were about, but when it came to making events occur at an appointed time, I was stumped again. One day I just got smart and went to the KanjiHack message board and asked for help :) It seems as though lots of people have problems with using switches or setting up events or just making a game using RPG Maker 95'. I've finally begun to understand the way RPG Maker 95' works so I've made this FAQ to explain as much as I can about it. If you see any errors in this document, or would like to add your own suggestions please email me! You WILL get due credit. This is my very first FAQ and I'd like to get as much responses as I can :) *********************************************************************** *********************************************************************** 1) Starting RPG Maker 95' (Unzipping) *********************************************************************** After you've already downloaded RPG Maker 95' from one of a variety of sites, unzip the file to your c:\ directory, NOT c:\rpg95. If you unzipped it into a differently named folder, just make a new folder in your c:\ directory named "rpg95". (HINT: When unzipping, the correct directory should already be displayed so you don't have to change it!) The documentation _usually_ included with RPG Maker 95 explains this procedure of unzipping the file to your hard drive. Also, a necessary file "unlha32.dll" should also be included. You _must_ extract that file into your c:\windows directory. *********************************************************************** 2) Getting Started (menus) *********************************************************************** This is a list of menus in the program: A) FILE *********************************************************************** Name Description *********************************************************************** New Creates a new game Open Opens an existing gamefile (*.RPG File) Save Saves current game Save As Saves game as different name Make Game Disk Make your game into a stand-alone (*.exe) program for others to play. The procedure for making a GameDisk is as follows: After you've already saved your game, create a new folder within your game directory named "GAMEDISK", eg: if you've named your game "Lamers", and you've already saved it, you would have to browse to the directory in which you saved it (c:\rpg95\Lamers). As you can see in the GameDisk menu, there are two different types of GameDisk you can make. You can either make a GameDisk with "Compression" or with "No Compression". The difference between the two is if you've created the game with No Compression, it will have put all the necessary files for your game plus a game.exe file into a separate folder (the GAMEDISK folder), then all you'd have to do is just double-click on game.exe to play your game. Remember, since it is uncompressed, it will be much larger than if you choose the Compression option. If you choose the Compression option, it will create a *.lzh file (winzip file) in the GAMEDISK folder. After you've unzipped this Winzip file (with a winzip program), you will also see a setup.exe icon which will allow you to install the game to your pc. This will install the game as if you were installing any regular windows program and it will add an icon to your start menu. B) EDIT *********************************************************************** Name Description *********************************************************************** Undo undo last command Copy copy the current selection Paste paste the current selection Delete delete current selection Select All select everything currently on the screen C) MAP *********************************************************************** Name Description *********************************************************************** 1) Edit Mode Goes into edit mode so you can do the following below - Copy and Paste (copy and paste current selections) - Map (in this mode you can draw the maps) - Event (in this mode you input events in the current map) 2) Scale Size Pick how large you want current map displayed - 1 (normal size) - 1/4 ( 1 quarter the normal size) - 1/16 ( 1 sixteenth the normal size - great for large maps) 3) Zoom Go into zoom mode-kind of like Scale size, only you click on zoom, then click on the portion of the map you want enlarged D) TOOLS *********************************************************************** Name Description *********************************************************************** Character Editor Pick magic, starting items, equipment, and pictures etc. for the characters in your game Monster Editor Choose monster name, monster appearance, picture, background etc for the monsters in your game. If you Right-Click on a monster in the Monster Editor screen, you will be presented with additional options like cloning that monster, bring to front/back etc. Item Editor Edit the items! Do almost anything you want with this. Magic Editor Edit magic! Same as the item editor. Adjust Palette I have absolutely no idea what this does E) OTHER SETTINGS *********************************************************************** Name Description *********************************************************************** Game Properties Set up message speed, maximum number of items, the currency unit, transparent window (this shows all game text in a cool transparent window!) and save without event (enables a player of your game to save ANYTIME they want) BGM & Screen Switch Setup Set up world map music, battle music, victory music, level up music and more Starting Party Position Enables you to select where on the map you want your party to start the game Opening Event This is where you create the opening to your game. (Hint: You can put TITLE.BMP (640x480 256colors) pic and it'll appear before starting menu! (you must compile the game first - make GAMEDISK)It's for a game's TITLE SCREEN! (Thanks to Don Miguel for this tip. Death Event This is where you create the events in which the party dies. (Add pictures, music, text or whatever else you want. This is Game Over) Text Editor Edit the text and menus in the game! Very handy :) F) TESTPLAY - This is for testing out your game to see if it works within your specifications *********************************************************************** Name Description *********************************************************************** Start Test Start the game you saved while using the RPG Maker program Load Test Load the game you saved within the game itself Full Screen Mode Display game in a full screen No Opening Skips Opening scene while testing game No BGM Doesn't play background music while testing game No Combat No combat while in testing game mode Invincible Invincible in battle while testing game. Note: If you walk while poisoned however, for some wierd reason you WILL STILL lose HP!. G) HELP This feature is not yet translated in the program. Hopefully it soon will be :) *********************************************************************** 3) All About Switches and Events *********************************************************************** A) What are switches and events This is the part that confuses most people that uses this program. I will try to explain it as thoroughly as possible. Events are all the things you want to happen in the game (like talking, shopping, making a chest that gives you an item, showing pictures at a certain point in the game or whatever else you can think of. In short, this is where you make your game's story come to life. The switches, on the other hand are things you use on the events to make it happen a certain number of times then stop, or to open a chest and get the item in there just once, or to activate an event you want to occur. In short, switches are there so you can _activate_ an event you want to occur at an appointed time. To enter any type of switches and/or events, you must first go into Event Mode. You can either do this the way I explained it earlier (by first clicking on the word Map from the menu on top, then move down to EditMode, then move on to Event and click on it) or you can just click on the word "Event" directly on the toolbar. At this time, you will see the red box (locatedanywhere your mouse is pointing on the map section) change to a while box. If you were to click anywhere on the map at this point, a new menu box will pop up. This menu box is labeled "Event Editor". This is where you enter all the events and switches that occur in your game. In the Event Editor box, the first thing you see is the "Select Picture" option. The select picture option lets you choose the picture you want displayed in the location you clicked on the map to bring up the Event Editor. This is usefull if you want to put a picture on your map like a chest, then you can have it display a message like "Found Cure!". In short, the picture that you choose here will be displayed on the map as an interactive object (something you can talk to, get something from or teleported somewhere).This is also the place you choose the picture of your NPC's and tell them what to do. Below the Select Picture option, there is a "Displayed" option. This option is where you choose if you want the picture to be displayed "Below Hero", "Same Level As Hero", and "Above Hero". This option is handy at times. e.g. If you have already picked the picture of the object you want placed on the map (wall/npc/chest or whatever), and you place a message in the event(double-click on end, then click on message, then type what you want displayed), and you've found out after clicking on it that the desired message isn't being displayed, you may want to change the "Display option" to "Same Level As Hero" or vice versa. Another example is if you've added an NPC and decided to test your game, but found out that you can walk all over your NPC, you may want to change the Display option to something else also. The default "Display" option is Below Hero but I've found out that the "Same Level As Hero" works best in some situations. So try interchanging between the three options until you get the desired result. The "Movement" option on the Event Editor is where you choose how you want your picture that you choose in the "Select Picture" option to move. Beware! If you pick a chest and you set the Movement to random, the chest WILL move all over the place! It's so funny when you find the ground below your feet moving, or a doorway!.The options in "Movement" are self-explainatory. You can have the picture that you choose either Evade the Hero, Follow the Hero, Don't Move or move at Random (like what you'd like your NPC's to do). The "Condition" option is where you choose _how_ you want the event to occur. e.g. You can have the event occur On Contact, AutoRun or on Talk/Search. If you wanted to have someone say something to you as soon as you entered a room, you would have to put that event to occur on AutoRun. If you wanted to go up to someone or something and press a button for them to say or do something, you'd have to put that event to run on Talk/Search. If you wanted to step on a certain part of the map and then have an event that teleported you somewhere, you'd have to put that event to occur On Contact. Pretty simple so far right? At the bottom where you see "Event Options", there are four boxes labeled "Display", "Animation", "Speed", and "Setup Movement". The Display options are "Norm" (Normal), "Trns" (Transparent) and "Remv" (remove). The default is "Norm". The Transparent (Trns) option is for if you wanted to make an object invisible, but still wanted it to perform a specified task - like displaying a message. The Remove (Remv) option is for if you wanted to totally remove the object and it's events without using a switch. Under the "Animation" option, the options are "Norm" (Normal), "RgtTrn" (Right Turn), "LftTrn" (Left Turn), "Random", "SameDir" (Same Direction), "None" and "Stop". These are just more movement type options for your object/character. The Speed option is for how fast you want your event to occur. e.g. If you place a picture of an NPC and have their Movement occur at Random, the Speed option will determine how fast they move. This is really handy if you have an event where you want the NPC to Evade Hero and you want the NPC to move really fast! The Setup Movement option is for you to choose how exactly you want your picture/NPC or whatever to move. Under the Setup Movement, there are various options to choose as to where you want your picture to move. You can have your picture Move Up, Down, Right, Left, Turn Up, Left, Right, Down or whatever else you desire. B) Event Selector Options This is found in the Event Editor menu in the previous discussion. Remember, to get into the Event Editor menu you have to go into Event Mode. Under the Event Editor, you should see over at the right where the word "End" is located. This is where you enter ALL of the Events and Switches you want in your game. To choose the Events you want to occur in your game you could either right-click on "End" then left-click on the word "Insert", or you could just simply double-click on the word "End". After you've done this, yet another new menu, labeled "Event Selector" should pop up with more options. This is where you can type the messages displayed, change pictures, change music, show *.avi movies, show *.bmp pictures and just about anything else you can think of. - EVENT SELECTOR OPTIONS *********************************************************************** Name Description *********************************************************************** 1) Message Click once on this to bring up the "Text Message" box. Here you type what you want the picture you chose to say. Remember you can choose to have this text be displayed on contact, AutoRun or on Talk/Search. You can also choose to have the Text Message box be displayed at the bottom of the screen if you put a check in the box labeled "Display At Bottom". Tip: When you type $# (the number being 1-8) the character's name appears instead of $#. Now you won't have to type the character's name every single time you create a dialog! (Credit goes to Billl for this tip!) 2) Change Game Switch This is where you can change the switch you want to occur after a certain event. More about his will be explained in the sections below. 3) If...Then Branch This is where you can give the player of your game options to choose from. After all, without interaction, it wouldn't really be a role-playing game now would it?. After you've clicked on the "If...Then Branch" option, a new menu pops up with options "Item 1", "Item 2", "Item 3" and "Item 4". Since there are four boxes that means a player can have up to four choices. e.g. If you wanted to give a player of your game an option to say "Yes" or "No", then you will have to enter the word Yes in one of the boxes, and the word No in another. After you've clicked O.K. You'll see on the Event Editor where it says: Ask- ---Yes----- ---No------ [End Ask] Right below the first option ("Yes") you'll have to put what you want to happen if the player says yes to the choice (You'll have to double-click on "No" to get the events under the word "Yes"). Do the same to the word "No" by clicking on the word below it (which in this case is "[End Ask]". 4) Teleport This options enters a Teleport on a certain part of your map. You will want this Event to occur On Contact. Mostly, you can use this particular Event for doors or just to teleport somewhere else. Let's say you've already picked a picture for your Teleport Event and you want to Teleport to a town or inside a house, you must first create something called "Child Maps". Child Maps are Sub-Maps (like towns and dungeons) of the World Map. To create "Child Maps" you must first use your mouse to right-click on the left side of the main screen (under the word file where you see the white paper icon) where you see the word "World Map" highlighted in red. When you right-click on it you have the option to see the "Map Properties", create a "New Map", create a "Child Map" under the World Map, create a "Setup Area" (Setup Area will be explained below) and "Delete Data". Lets say you want a teleport from a location on the "World Map" to a "Child Map" for a Town you would first go into Edit Mode/Event Mode, click on the portion of the map you want to lay down the teleport, click once on the word Teleport in the Event Selector menu (located under the Event Editor after you double-click on the word End) and it willbring you back to the map you were working on (Either a Child Map or just the World Map). After you're back on the map, just click on the part of the map you want to teleport to. You can even select a different Map or Child Map from the left side of the main screen, then click on a place there to teleport too. It's really very simple. 5) Shop You can place a Shop on your map. You can even choose the items you want to be bought in that shop, and the messages you want displayed (Greeting MSG, Trade Complete MSG etc.) Remember, you can also edit the price, name etc. of the items/weapons if you go into Item Mode as explained in the above portion of this FAQ. 6) Inn You can place an Inn on any portion of your map. You can choose the cost, effect (full mp/hp), Greeting Message, etc. 7) Ride Vehicle Well, you can ride a vehicle. Just remember to choose a picture of the desired vehicle and place an event on that vehicle's page that causes you to "ride" it. 8) Bring Vehicle This brings a vehicle to you when you click or step on an event that requests it. 9) Return Vehicle Returns vehicle back to original position 10) Picture With this option, you can choose a *.bmp picture to be displayed at an appointed time after a certain event or whenever you wish. 11) Remv Pic This removes the event picture 12) Effect You can choose various effects with this option like earthquakes, flashes etc. 13) Play BGM Play a BackGround Music at an appointed time, like after a message is displayed or a combat 14) Return BGM Play the original BackGround Music 15) Play Sound Play a sound effect like a door closing or a chest opening etc. 16) Play Movie Play an *.avi movie. Note, to play the *.avi movie type *.* in the box and it will display ALL the files in the folder your movie is located. 17) Change Screen Switch This is where you change the screen switches in the game. You can choose between different options on _how_ you want the game screen to be changed from one screen to another. 18) Change BGM Change the BackGround Music for things such as battle music, level Up etc. 19) Change HP You can have an Event that changes a character or all character's HP. There are also two radio buttons with the options of Absolute or Relative. You'll see this in many of the Event types. Relative means that you're adding on to what the character/characters already have and absolute means that the characters/character will have exactly that amount. 20) Change MP You can have an Event that changes your a character or all characters MP. 21) HP&MP Recovr You can set up an Event that refills a percentage or all of a character's HP/MP. This is what you can use for beds and such. 22) Change Stat Change a character's/all characters stats (normal, poison, paralized or unconscious). 23) Change EXP Change a character's/ all character's experience points. 24) Change Level Change the level of your character/ all characters 25) ChangeNoOfItms Change the number of a certain item you want your party to have. 26) New Magic Add a new magic to a character's collection 27) Gold Held Change the number of gold held. 28) Change Party Add/Remove party Members 29) Move Hero Char Move your Hero character by choosing the directions you want him/her to move. 30) Change Hero Picture Change the picture that represents your Hero character. 31) Return Hero Picture This changes the picture of your hero back to the original picture. Use this if you've used the "Change Hero Picture" option explained above. 32) Change Hero Walk Speed Change the hero's walking speed! 33) Change Hero Movement Change hero's movement. 34) Move NPC Char Choose a predestined movement set for your NPC characters. 35) Change NPC Picture Change the picture designated for your NPC character. Useful for certain instances where you may want to change the picture of a closed chest to an open one. 36) Change Event Speed Change the speed of events (like the speed you want NPC's to move.) 37) NPC Movement Type Choose the movements for you NPC characters. 38) Disable Control of Hero Disable control of your hero character. Usefull for instances in which you want a scene to be played out without a player moving around the party. 39) Stop All Movement Stop ALL movement that's currently going on. Like NPC's Walking etc. 40) Restore Movmnt Restores movement back to normal. 41) Cmbt Makes a combat event. Usefull if you want to have an Event where an NPC displays a message to challenge you, and then you go into a battle. If you don't want your players to be able to escape the battle, put a check in the box at the bottom. 42) Add/Del Teleport Allow players to add/remove teleports 43) Disable Teleport Disable or enable all teleports 44) Exit Point Exit point 45) Wait Inserts a brief pause (You set how long you want it) Before or after a certain event. 46) Save Point Inserts a save point. You may want to have this event occur on Talk/Search. 47) End Game End of Game Event. You can use this if you want to create a "If...Then Branch" event and if the player chooses one of the options the game ends. Or you can enter it anywhere else you like. This is the events that is displayed when the party dies. C) How do I make an Event occur X amount of times 1) If you've created an event where a player opens a chest then recieves an Item, you have to use a switch. If you don't, the player will be able to recieve that item over and over again. This is one of the basic uses of switches. This is the steps involved in creating this particular event. A) Go into the Event Mode and click on a portion on the map to go into the Event Editor B) Click on the Select Picture button and choose the picture of the closed chest B) Double-click on the word "End" _or_ right-click on "End" then left-click on the word "Insert". Use whichever way you prefer. C) This should bring you over to the Event Selector box. First, you want a message to be displayed stating "Recieved 2 Herbs!" Click on ChangeNoOfItms. On the side where it says ChangeItem right below that you should see "Cure Potion" selected. In this example we'll use the "Herb" so click on the down arrow and choose the "Herb" Item. At the right side of the "Herb" box, there should be the number 0 with 2 arrows on top of each other. One pointing up and the other pointing down. Click the one that's pointing up until you have the number 2 in the box. Now put a dot in the box below where it says relative. (This option will allow the player to have 2 + whatever # of herbs they had from before. The Absolute option will make the player have ONLY 2 Herbs no matter the amount they had from before) D) Click O.K from this box. E) Back on the Event Editor screen, you should now see a bunch of untranslated text. F) Remember to put this event to occur on Talk/Search on the Event Editor screen. G) At this point, if you were to click O.k, go into test mode and test your game, you'd be able to get the Herb everytime you searched the chest on your map. This is where why need to use switches. H) The next step now is to go back to the Event Editor and click on "Change Game Switch". Click on the button at the top labeled "001", highlight the first number *this is the first switch* and click on "Name Switch" at the bottom. Next, type the word "herb". You can name this what ever you wish but just remember what the particular switch you used was used for so you won't use it again by mistake... unless you intent IS to use it again. Now click O.k. I) If you were to test the game at this point, what would happen is that all the events you put down would occur in order and the last one would turn on (activate) the switch named "Herb". Now you want to use that switch. J) Go to page 2 of the Event Editor by clicking on the double arrow pointing to the right. Do NOT click on Next Page. This only moves the the events you put down on the first page to the second page, leaving the first page blank. On Page Two of the Event Editor, At the bottom you should see where it says Switch XXX is on. Click on that button, choose the "Herb" switch, click O.K., then put a check in the box next to where it says Switch "Herb" is ON. What this is doing is telling what the switch Herb does. Where it says Select Picture at the top, choose the picture of the open chest. Now double-click on end and place a message that says "This chest is empty!" Now you're all done! Remember, what happened on the first page activated the switch "Herb" which in turn caused it to do the events listed on the page the switch was turned on to. 2)If you wanted to created an event where an NPC or picture says or does something, then you talk to something else and they in turn say something, then you return to the first NPC and they say something different, you would also have to use switches. You use the same method as in the above example. For example, lets say when you talk to a little girl named Jane, she says gives you a message stating "Someone by that tree over there wants to talk to you". Then you go over to this 'person by the tree' and talk to him/her and got a message that stated "That little girl lies! I never sent for you" Then you go back to the little girl and she now says something completely different "I never lie!" This is how you would create a scene like this: A) Choose the town/map you want to place these events then click on the portion of the map you want to put it down on. B) In the Event Editor, choose the picture of the little girl Jane then place the first message as stated above and click o.k. C) Now click O.K. to exit the Event Editor. Now place an event that will represent this person by the tree. On the Event Editor screen, enter the message this mysterious person says: "That little girl lies! I never sent for you". At the end of this message now, you want to enter a switch. Double-click on the word "End", click on Change Game Switch, click on the button in this box, click once an empty switch then click on "Name Switch" below. Name this switch anything you like. Click O.K. Click O.K. again until you're back at the Event Editor box. Now click o.k. again. D) Go back to the little girl's event and click on it to bring up that set of events again. Go on to the second page in the Event Editor and click on the bottom where it says "Switch XXX is on". Double- click on the switch you just made, click o.k. and put a check in the box where it now says "Switch *what you named it* is on". E) Now, place the last message she says: "I never lie!" on this page. That's all there is to it! D) Creating an Event that "AutoStarts" 1) After reading the above, you should have a fairly good idea on how to do this. Just create any scene you would like and put the comdition to happen on AutoRun. What happens here is that as you entire the map/child map this event occurs on, it goes off instantly, so you may want to create a Switch that has to activate this event instead of just putting it down. E) Creating an Event that starts "On Contact" 2) This is also a very simple process. Just enter the event (text message, teleport or whatever) and put the condition to occur On Contact. This is great to use on doors and teleports. G) Making Child Maps Ive already explained above on how to make a child map but I will go into more detail on what child maps are about. Lets say you wanted to make a Town, within the World Map. Within that Town you want to have a Shop. This is how you would do it. First, right-click on the word World-Map, located on the left side on the main screen, then left-click on child map. You can also click on New Map, it doesn't really make a difference. Now name this map Town. Draw out the picture of this town complete with houses and the Shop. Now, right-click on the word Town on the left side (right under World map) and left-click on child map. Name this new map Shop. draw out what you want the inside of this shop to look like and Viola!, you've got multiple child maps. Now the only thing left to do is create teleports from the World Map to the Town, and from the Town to the inside of the Shop. That part should now be fairly easy to do now. Just set down a teleport event to occur On Contact on the place you want to teleport from. Don't forget to add another teleport so you can teleport back out of the Shop or Town!. H) Setup Area 1) Now it's down to Monsters!. A Setup Area is an area on a map that contains a certain set of monsters. To create a Setup Area, right- click on the map you want to place it on, then left-click on Setup Area. You're cursor should now change to a cross. Use your mouse to create a box around the area you want to create a setup area for then left-click on the box. Another box should come up labeled "Area Name" Just type whatever you want to name the setup area in here and click o.k. Now that you've created a Setup Area, it's time to mess around with the Monster Editor. Click on the word Tools on the menu bar, then click on Monster Editor. This is where you can name your monsters and change their stats. Choose the monster you want from the list, click on add, and you chould now see the monster's picture in the picture above. If you don't want a monster in the picture above, just click on that monster and click Delete. Now click on setup appearance and you should see a list of all the maps you currently have. The one you want to pick is the Setup Area map. Click on that one then click on add. A new box will come up. This is where you set the encounter rate for your monster. A lower number means More encounters while a higher number means less. I usually type 30 here. For some reason, if you have more than one set of monsters and you set different encounter rates for all of them, one set of monsters will always appear and the rest will not. So make sure all your monsters have the same encounter rate. Click o.k. on this box and you'll see the area where yoiu have the monster set up. That's all there is to it!. *********************************************************************** 4) Making your own tile sets *********************************************************************** A) How to edit character tiles Go into your c:\rpg95\bmp folder, double-click on chara.bmp and edit it! Do whatever you wish here. Just make sure you save the results as a 256 color bmp. B) How to edit monster tiles Go into the c:\rpg95\OMAKE folder and double-click on the monster pictures you'd like to edit and change it however you wish. Just make sure you save the results as a 256 color bmp. C) How to edit map tiles Go into your c:\rpg95\bmp folder, double-click on any of the Mchip files and edit them! Just make sure you save the results as a 256 color bmp. *********************************************************************** 5) Using Teleports *********************************************************************** There are generally three types of teleport events: Add/Del Teleport Disable Teleport Exit Point These work in conjunction with the "Trapped" and "Escape" magical abilities. A) Using "Traped" ability: In order to use the "Traped" event, you must first create a New Area on the map where you want the warp point to be. In order to create a New Area you must first right-click on the map you want it on (on the left side where you see the list of maps) then left-click on "Setup Area". Now, create a box around the area on the portion of the map you want the Setup Area to be placed. It will now prompt you to click on an area in the Setup area. When you do so, it will ask to to name the setup area. After all this is done, click on any part on the setup area, where you want the teleport event to be placed, so that if the party casts a teleport spell, they will teleport to that place on the Setup Area. When you want the party to be able to teleport to that location, just choose the "Add/Del Teleport" event from the Event Properties window, then select the current Setup Area selected. Whenever the "Trapped" spell is cast in the game, a list of the allowed teleport locations will be displayed. You can also use the "Disable Teleport" Event in the Event Properties box to Enable or Disable all teleports. To enable or disable access to a specific teleport, use the Add/Del Teleport Event option to do so. B) Using Escape Spell Ability This operates differently from "Trapped". When the Escape spell is cast, the party warps to the presently active "Escape Point". To set an Escape Point, use the "Exit Point" Event in the Event Properties box and select the appropriate spot on the setup area as in the above example. *********************************************************************** 6) Credits/Thanks *********************************************************************** -I guess the first credit would go to mee for making this faq! :) -Many thanks to the people at KanjiHack for making this program possible to use and understand to English Speaking persons :) -Thanks to the KanjiHack Message Board! Lots of questions can be answered there. I only had _one or two_ problems that I had to ask help on... Honest! :) -Big Thanks to Don Miguel for giving me a lot of pointers in making this FAQ! Go to his site to download the 100% Translated RPGMaker95 patch! http://www.chat.ru/~miguello/download.htm *********************************************************************** 7) Useful Links *********************************************************************** RPG-Haven http://www.rpg-haven.com/ *********************************************************************** 8) Message Boards *********************************************************************** ASCII Creation WWWBoard http://users.cgiforme.com/ASCIICreation/cfmboard.html