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Make Your Own Game Tutorial X: Events Part 3 - RPG Maker...

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In Tutorial IX, we started learning how to store information as switches and variables, and also learned how to implement flow control into our events. In an even earlier tutorial, we learned how to set the appearance of events. But the thing we haven’t really examined is how events start, and how to change events permanently. In this tutorial, we will expand on the eventing knowledge we have by learning those exact skills. First we will cover how events START. is is done with Event Triggers. ere are five event triggers: 1. Action Button 2. Player Touch 3. Event Touch 4. Autorun 5. Parallel Process While few in number, these five event triggers can cover everything you will need to do. 1 Make Your Own Game Tutorial X: Events Part 3 http://www.rpgmakerweb.com/ After that, we will move on to learning to use Event Pages! Event pages are like superpowered conditional branches, allowing events to be permanently changed. After the conditions are met, you basically have a whole new event to play with, allowing you to set different graphics, different event triggers, different move routes, and an entirely new effect! Introduction Event Page Conditions
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In Tutorial IX, we started learning how to store information as switches and variables, and also learned how to implement flow control into our events. In an even earlier tutorial, we learned how to set the appearance of events. But the thing we haven’t really examined is how events start, and how to change events permanently.

In this tutorial, we will expand on the eventing knowledge we have by learning those exact skills.

First we will cover how events START. This is done with Event Triggers. There are five event triggers:

1. Action Button

2. Player Touch

3. Event Touch

4. Autorun

5. Parallel Process

While few in number, these five event triggers can cover everything you will need to do.

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After that, we will move on to learning to use Event Pages! Event pages are like superpowered conditional branches, allowing events to be permanently changed.

After the conditions are met, you basically have a whole new event to play with, allowing you to set different graphics, different event triggers, different move routes, and an entirely new effect!

Introduction

Event Page Conditions

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Event Triggers are pretty simple. All you have to do is think: How and why do I want this event to start?

You have two main groupings of Event Triggers, which I call:

1. Interaction Triggers. Interaction Triggers use some form of player input or control to start. Such as touching an object, allowing an object to touch them, or pressing the action button while on top of or adjacent to the object.

2. Automation Triggers. Automation Triggers start automatically. As soon as the player is on a map with one, it starts.

Setting the Event Trigger of an Event is incredibly simple. You can see in the image to the right that there is a easy to find selection box in the bottom left section of each event.

Just select the Trigger you want and you are ready to go. Now let’s look at these closer!

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Event Triggers

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How it works

When the player presses the action button while in the proper position (when on the same tile for events that are above or below the characters, when adjacent and facing the event for events that are at the same level as the characters) the event starts.

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What is this used for

This is probably the most common type of event trigger. It gives the Player the most control over when they want to activate the event.

Any time you want the player to activate the event, you should probably use Action Button triggers. We’ve already used this quite a few times in what we’ve made so far.

Examples of use include talking to NPCs, flipping a lever, opening a treasure chest, or any other situation where the player should be in control of whether to start the event or not.

Things to keep in mind

There generally isn’t any special considerations with Action Button events.

The only thing that occurs to me to keep in mind is that facing doesn’t matter on above or below level events, so if your scene will need the character facing a certain way, make sure to use a Set Move Route command so they are facing the direction you want them to.

Interaction Trigger: Action Button

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How it works

This is also a relatively simple trigger. The moment the character moves into contact with the event (either bumps into it for events that are set to the same level as characters, or moves into the same square as the event for those set below or above the characters) the event starts.

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What is this used for

Player Touch events are also incredibly common. Any time that you want something to happen when the player enters a specific spot on your map, regardless of whether they start it themselves, you use Player touch.

Examples of use include depression switches on floors, all types of transfer events (stairs, edge of town, etc.), and starting cutscenes.

Player touch is generally used either when you want something to happen the MOMENT the character moves to a square on the map, OR when it is just faster than making them have to push a button just to travel to the next map.

Things to keep in mind

The biggest thing to keep in mind when dealing with Player Touch events is that it comes into effect only when the player moves INTO the event.

If the player is standing still and the event bumps into him, it will not activate.

Interaction Trigger: Player Touch

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How it works

This works a lot like Player Touch, except it activates whether you touch the event, or the event touches you. Remember that event priority, much like with Player Touch determines whether the event needs to bump intot he player, or needs to be in the same square as the player.

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What is this used for

The main use for this is anything that MOVES that should affect the player. Combined with movement routes, this can create a variety of things.

Examples include: Monsters that chase the players, moving boulders, spinning blades, or any other event that you want to be able to “hit” the player.

Event touch is important for when you want the environment to interact with the player, as opposed to the player interacting with the environment.

Things to keep in mind

Remember that unlike Player Touch, this activates whether the player touches the event or the event touches the player. This means that the Player standing still will not prevent the event from activating.

Also, if the event does not move, this operates identically to Player Touch. Since the event can’t move into the player, it only activates when the Player moves into it, exactly like Player Touch.

Interaction Trigger: Event Touch

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How it works

The Autorun trigger will start whenever the conditions are met. If the event page conditions are met (event pages will be talked about later in this tutorial), and you are on the same map as the event, it triggers. It will loop indefinitely until the conditions are no longer met.

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What is this used for

Autorun triggers are used most often with cutscenes that start the moment you walk onto a map.

You can also use it to reset a puzzle in a room, or set any conditions that need to be set when certain conditions are met.

Things to keep in mind

The biggest thing to keep in mind with autorun triggers is that as long as they are running, the player will not be able to do anything, and that until you end them, they will repeat forever.

If something needs to happen every time you enter a map, you can use erase event after it runs. If something needs to happen once and then never happen again, you will need to use some form of switch/self switch condition and event pages to keep it from occuring again.

You don’t need to worry about this RIGHT now, as we are going to be covering using event pages to end events further into this tutorial. Just remember that this is a consideration you will need to make.

Automation Trigger: Autorun

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How it works

Parallel Process triggers work similar to autorun triggers in that they start whenever the Event Page conditions are met, but instead of stopping player action, they run in the background allowing the player character to continue on while the process is working.

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What is this used for

Parallel Process triggers can be used for anything where you need to constantly check for certain conditions.

Examples of use include: Keeping track of the state of a timer, checking for a button press by the player, keeping track of the coordinates of the player or certain events, having a flash of lightning occur at certain intervals, etc. It can also be used in a lot of timed events, such as farming systems.

Things to keep in mind

As with autorun events, you will need to keep in mind that to stop it from repeating, you will need to end the process in some way, either through Erase Event (if you want it to start again the next time you enter the map), or using Event Pages and conditions.

Another thing though to keep in mind with parallel process triggers is that you do not want to run too many at a time. The more of these events you have running, the more chance you will encounter a drop in your Frame Rate. No one wants to play a laggy game!

Automation Trigger: Parallel Process

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As I said before, event pages are basically conditional branches, but superpowered. Conditional branches only change how an Event acts once it has started, event pages on the other hand, can change EVERYTHING about the Event.

Every event page allows you to change its priority, autonomous movement (we’ll get to this later), graphic, as well as the event trigger.

You also get an entire new box to put your event commands in, meaning that every new page basically acts like a completely different event.

To create a new Event Page, just click the “New Event Page” button. This will create a new tab with another event page.

In the upper left of each event page is the Conditions box. In this box, you will find options very similar to the Conditional branches we looked at in Tutorial IX. Remember that ALL event conditions you have listed must be met for the page to be active.

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The last thing to keep in mind about Event pages is that the Event Page with the HIGHEST number has priority. That means that if all the conditions are met for one or more pages, the one with the hisest page number will be active.

Now let’s look at some common uses for event pages!

Event Pages

Page 1 and 2 of a Treasure Chest Event, showing the Conditions box as well as the Standard Event Options.

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This is by far the most common use of event pages. When you want an event to “end” and never do anything anymore, you DON’T use Erase Event.

Instead, you use a conditon, and an event page.

We’ll look again at our Treasure Chest event to learn how to do this.

First, create a second page. Then, put a condition in which the event should never do anything any more on this page.

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Generally, if the event is going to be ended from itself, you will be using a self-switch. In the case of this Treasure Chest, we will be using this method.

Back on the first page (shown above), include a command in the event to turn the switch on. Now you no longer have to worry about that event being triggered!

This is useful, of course, for way more than just treasure chests. You can use it for any one time event, such as boss fight events. Its also really useful in combination with the autorun event trigger to create cutscenes.

Ending an Event

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You won’t be able to use this to divide every large event, but any event that has a large amount of different conditional branches at the BEGINNING of the event, you can divide it into separate pages. Above, I borrowed an example from a spike trap puzzle I had created previously. Each page of the event is just as complicated.

If your branching is further into the event, its still possible to use event pages, but you would have to duplicate the early portions of the event commands.

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Dividing Up Large Events

In this tutorial, we covered Event Triggers, an important part of the event system that allows you to have the events start based on different in game situations.

We also covered the basics of Event Pages, and covered the two most common uses of them.

It should be mentioned that there are tons of other reasons to use Event Pages, mostly to do with wanting to use different Graphics, Movement Routes, or Triggers for them, but most of these are self-evident once you start trying to make the event. Keep experimenting and you will find plenty of other uses for these tools.

Tutorial Wrapup

In the next tutorial, we will finish out our discussion of Events, first by covering movement routes, and then after that, we will finally get back to directly creating our game, making several events for it from start to finish using all the tools we have learned in the last three tutorials.

Next Tutorial Preview


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