In Part IV of our exploration of RPG Maker MV, we created a jail interior for our game Mists of Tongass and set up the main quest and its resolution condition. Our hero, Lucius York, must somehow raise 1,000 gold pieces to spring his grandpa from debtor’s prison. To do this, we’ll eventually create another quest. Before then, however, we have to create some low-level enemies for Lucius to fight.
Previous versions of RPG Maker came with several dozen premade enemies, but there are only four in the latest version: Bat, Slime, Orc, and Minotaur. These don’t fit the quest I had in mind. So, to start, load the Database Editor (gears icon), and click on the Enemies tab. This displays all possible enemies in your game. Click “Change Maximum” and increase the number to, say, 10. Select 0005, which displays a blank enemy with default stats.
Call this enemy “Giant Rat” and select the Rat picture from the default list of images. You can change the image hue, in case you want a red rat, for example, but we’ll leave that alone for right now. Increase Attack and Defense to 20, and Agility and Luck to 30. M. Attack and M. Defense refer to the creature’s ability to attack with and defend against magic, but these rats have no magical abilities. Finally, under Rewards, change the EXP and Gold to 10. EXP is the amount of experience your hero gains from defeating an enemy.
In Part III of our exploration of RPG Maker MV, we created a town for our game Mists of Tongass, added a few interactive townspeople, and learned how to enter and exit building interiors. Just to recap the game’s plot, our hero, Lucius York, discovered a letter from his grandpa explaining that he had been arrested for owing rent and sent to debtor’s prison. Today we will be designing the interior of that prison and setting up the main quest.
RPG Maker MV comes with several dozen premade locations, but a jail is not one of them. We’ll have to design our own. The weapons shop interior provides an adequate template. Right-click on Forest Town in the map list, then “Load…”, and then select “Weapon Shop.” You’ll notice a new map pops up at the bottom of the list, identical to the Weapon Shop interior you already have. Select it and press the space bar to edit its general settings. Just change the name to “Jail” for now.
In map editing mode, right-clicking on a tile clones whatever is in that tile–convenient for painting over scenery. Click on an empty floor tile and simply paint over everything in the room except for the walls. Now, because a jail usually has sturdy walls, pick the gray stone wall from tileset layer “A”. Every wall has a top view and a side view. The lighter shade is usually the top view. Now we have a plain, depressing-looking jail.
Add jail cells by painting three vertical walls extending down from the back wall. While doing so, it’s important to keep in mind perspective. Walls are two tiles high, so you have to extend the jail cells to give the prisoners enough room to wander. Each cell should also be three tiles in width. Why? Because one tile will remain open for the entrance–that’s where the cell door will go.