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In this tutorial you will learn...

• How to make spooky ghosts for caves, etc.


Hey there, and welcome to the first of my miscellaneous tutorials! Here I will be teaching you some cool stuff that you can do in RPG Maker XP with events and the like, that doesn't really fit into any other tutorial. In this tutorial, I will be teaching you how to make ghosts that randomly appear and disappear around maps, so you can have them haunting caves, dungeons, etc. So, let's get going!

Open up your project and either grab yourself a new map, or find a map that you want your ghosts to haunt. I've quickly made myself a forest for my ghosts to inhabit - nothing special, but here we go:



The event in the top-right corner is for setting up the fog and the screen tint to give a little atmosphere. If you want to know how to do this, have a quick peek at my Weather Tutorial. In-game, my little haunt map looks like this...



So, let's make some ghosts! Add a new event anywhere on your map (preferably somewhere that you will be able to see it I.e. Not under a canopy or behind a tree, etc.!) Now, double-click the graphic box, and scroll down the graphics until you come across 051-Undead01. Now, before you click OK, head up to the opacity box in the top-right corner. It will say 255 at the moment, which means that the ghost will be completely opaque when in-game. Now, if we want the ghost to be realistic, I'd say that we'd want it slightly transparent, or translucent. Change the value in the box to 30, or something similar. Also, we can use the rarely-used blending box to make the ghost more spooky. If we change the blending mode to 'Add,' the graphic will appear brighter. Take a look...



When I press OK, I'll see the graphic in the box has taken on what we've told it to, like this...



You see how that looks much more ghost-like than the RTP graphic? Okay, so now we have our ghost looking fairly spooky, I'm going to show you something quite cool: we're going to add in some event commands to make him randomly disappear and reappear. In your ghost event, insert a command controlling a variable called Ghost or something, and setting it to a random number. Now, we haven't used this feature before: it sets the variable to a random number between the two that you specify. In these boxes, leave the first one at zero, and whatever value you put in the second box will be the probability of the ghost disappearing. For example, if you had 0 to 200, then there would be a 1 in 200 chance of the ghost disappearing. This needs to be a pretty high number, otherwise the ghost will continaully disappear! Get it? Here's my variable box:



Right. Now, in our ghost event, we need to add the commands telling the ghost to disappear when the variable hits the magic value. To do this, we first need to insert a conditional branch, checking whether the variable is equal to 1 or not (this can be any value between 1 and your maximum number that you defined in your variable box), and then when it is, executing the commands. So, under the conditional branch I would say: When variable 001: Ghost is equal to 1, and I would uncheck the box at the bottom. Got that? Your event page should look like this:



Okay, now for the time-consuming bit. Inside the conditional branch, add a Set Move Route command and select 'This event' from the drop down menu. In the command section, we need to add a fade out, which you will know takes a long time if you've read my doors tutorial! However, this time, we're only starting the opacity from 30, and decreasing it to zero. So, firstly, add a Change opacity command and change the opacity to 28, and then add a Move at Random command. This will keep the ghost moving, even when it is fading out. Keep adding Change opacity commands, in -2 decrements and with Move at Random commands in between, until you hit zero opacity. Okay? Take a look at my event commands...



Don't forget to add a Wait for Move's Completion at the end! Once we've done that, we need to add a Wait command for however long you want the ghost to be completely invisible for. I normally go for about 40 frames, so let's use that. After that, we need to add the final commands: a fade back in. This is exactly the opposite of the move route that we have just done - change to opacity 2, then Move at Random, then Change opacity to 4, then Move at Random, and so on, until you get back to 30. At the end, add a final Wait for Move's Completion. See my event commands...



Got it? Now, before we test out our ghost, we need to set some things on the event page itself. Firstly, we need to set the speed of the event to something suitably ghostly - I set mine to Speed 2. Then I set the frequency to 6: Highest; this prevents the ghost from jerking. And finally, we set the autonomous movement type to Random. This way, the ghost will move around all the time. It's up to whether you have the Move Animation box checked or not; I don't - it makes the ghost look more spooky - but make sure that you have the Through box checked! Oh - one last thing: set the trigger to parallel. This makes the ghost continually move while the variable is being checked. Okay? My final event page looks like this...



And now we're ready to try out our haunting! Get into the game, and watch your ghost disappear. Another good idea is to add fog to your map; this makes it difficult to spot the ghost and they can sneak up on you! In my game, the ghost tends to disappear off underneath the canopy, but you can still see it well when it's not.

Hopefully your system is working well - if not, check all the triggers and settings of the event page again. You can also copy and paste the ghost events to make multiple ghosts, but bear in mind that they will all disappear at the same time if they use the same variable - and they will probably disappear more often because there are more of them with random variables. I suggest using separate variables for separate ghosts. Another idea is to use a player touch command which depletes HP from the player when you run into one of the ghosts. This would have to incorporate different event pages - but I'll leave you to work that one out. Good luck!

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