[Events] → [Events Summary]

 

What are Events?

 

·In RPGs (Role-Playing Games), stories usually progress when the hero, controlled by the player, activates various “triggers” placed throughout the game world, typically within a pre-defined sequence.

·In this software, those “triggers” are available in the form of “events”. Events are the unit by which processing is carried out in the game.

·By making events that correspond to the story, game progress and properties can be controlled. In addition, events also “digest” the processing into smaller portions, providing a flexible creation process by allowing the creator to begin with simple events that can be expanded and edited later on.

·Events come in 4 types: “Map events”, “Common events”, “Battle events” and “Game Over events”. The settings and scenarios in which each are processed differ, and different types of events are made according to their purpose.

 

Map Events

These are made to respond to the actions of actors on the map. Processing of characters, shops, changing location, screen effects and so on can be done. Map events are displayed on the map as event tiles.

Common Events

These work throughout the entire game. They make it possible to keep track of actors' positions and can be used for frequent situations like treasure chest effects and special items.
Common events are created in the [Common Event] tab of the [Database].

Battle Events

These work during battle scenes. They allow for the processing of combat, conversation with enemy characters, Battle Screen effects, and so on.
Battle events are created in the [Troops] tab of the [Database].

Game Over Events

These occur when the party is wiped out in an encounter battle. They make it possible to cause a Game Over, or reset the game to a specific location.
Game Over events are set in [Death Handler] in the [Battle Screen] tab of the [Database]. In essence, a Game Over event will just call another event.

 

·Events consist mainly of 3 parts: an appearance condition, a start condition, and event content.

 

Appearance Condition

The condition that allows the event to appear. The event will not appear in-game unless this condition is met.

Start Condition

The condition that allows the event to start processing content. The event must meet its appearance condition first. Some events will appear visually on screen (based on appearance conditions) but their content won't process until the start condition is met.

Event content

A list of commands that will be processed in-game for various effects. There are 101 types of commands available for events, ranging from text display to character movement to special effects and more.

 

·In some event commands, you may refer to “This Event” instead of selecting a particular map event. If this is done from within a common event, the engine will reference the last map event in the call stack instead. For example, if a map event A calls a map event B, which in turn calls a common event C, which then calls a common event D (which makes the call stack look like A>B>C>D), and event D then does a “Set Move Route” command with a “This Event” target, event B will be moved.

 

Notes

·Events keep running, even when the map was switched. So be careful when you reference map events in an event: when there is no event with that ID on the map, the game will crash! This doesn't apply to "Parallel Process" events, however.

·When a "Parallel Process" common event is paused because its switch was disabled, it won't necessarily reset. Instead, when the switch is set on again, the event might continue at the same position in the script where it was stopped.

·You can only call 1000 events recursively.