Creating and Implementing Events - Part 2

We'll be making a few events relating to the database.

Creating an Item With a Common Event as Effect

We've previously explained that it's possible to create an item or skill that, when used, will activate a common event through the "Effects" option.
Now let's actually create an item that does just that.

Items for Reading Text

When used, this "book" will allow the player to read long passages of text.

Text Content to be Displayed

The following text is displayed by repeating the Message > Show Text event command.

TP is an abbreviation of Tactical Points.
Every time you encounter an enemy, it is set to a value between 0 and 25.
This value increases when you take an action during combat or
receive damage from an enemy.

Most special moves consume a predefined amount of TP.
If you don't have enough TP to use one, you can give yourself
a temporary boost by using the "Store Power"
special move or a "TP Charge Drink" item.

The max amount of TP is 100. You can't go beyond this.
TP resets after each battle, so don't hesitate to
use a special move once you've accumulated enough.

A skilled adventurer knows how to make good use
of their TP to control the flow of the battle.

Common Event Settings

Here's how to configure the settings:

Item Creation

We'll create an event that activates this common event when used.
Here's how to configure it:

Best Suited for Game Tutorials

You've probably noticed after reading the text that it isn't just something for the actors in the game, but serves as a tutorial section for the player as well.
Putting your game explanations in an item like this allows the player to have access to them within the game at any time.

Playtest

Create an event that adds this item to the inventory. Once the party obtains the book, use the menu screen to check if the text is displayed properly.

 

[Tip] Formatting the Text

The message window can display up to four lines, but letting the text run on without any consideration for formatting may make it difficult to read.
We recommend discussing just one subject per window for readability.

As you can see in the sample text, the third window only has three lines of text so as to make it easier to read.
It's sometimes better to break long text up into readable chunks instead of just using the maximum number of lines available.

Item That Memorizes a Location and Can Return to it Anytime

Now we'll make an item that remembers a certain location and can be used to return there anytime.

Common Event Settings

Under the Choices section, we will have the item display "Memorize this Location", "Return to Memorized Location", and "Cancel". "Cancel" is executed when the cancel button is pressed.

Recording Current Location

This assigns a map ID or coordinates to a variable, as you can see in the red frame.

Retrieving Map ID
The map ID can be found in Game Data > Other > 0001:Map ID.
Retrieving Coordinates
The coordinates can be found in Game Data > Character > 0001:Player > 0001:Map X, 0002:Map Y.

Return to Recorded Location

Set the destination in Character > Movement > Transfer to "Variable". This is the section outlined with the light blue frame above.
There is already a fade-in and fade-out effect in place before and after the movement, so set the Fade option to 0003:None as shown in the green frame below.

In the event "Memorize this Location" has never been triggered, the map ID value will still be set to 0. Therefore, when the portion in the green frame is executed, it will result in a "No Location Memorized" message.

Item Creation

Let's create an event that activates this common event when used.
We will then conduct a playtest.

Practical Application

What we've explained above is a very bare bones version of the function. It cannot be practically applied to an actual game. Take some time to think about how to improve the function with the following points below:

 

Teleport Using "Select Item"

We'll create a skill that transports the player instantly back to a town or village they've visited before.

Event Command: Message > Select Item

Executing this command will bring up a list of items of the designated type from the party's inventory.
The ID of the item selected by the player will be assigned to a designated variable. If the selection is canceled, the variable is assigned a value of 0.

Valid item types are: Regular Item, Key Item, Hidden Item A, and Hidden Item B.
Hidden items do not appear on the normal menu. Like the example mentioned here, they are often used for occasions when the player needs to select something other than an item.

Step 1: Create an item of Hidden Item A type and name it after a destination

In the RPG Data Menu, go to Equipment/Item Settings > Items and add an item of Hidden Item A type and name it after a destination.

For this example, we'll be adding the five items in the green frame (Starting, Kalahari, Gald, Limiturner, Bruttanew). Try to remember that the IDs for these five items are 50 through 54.

Step 2: Create a common event called "Teleport"

Now add an item as follows.
  1. First, add a hidden item with a place name as shown in the first green frame.
  2. Run the Select Item event command to prompt the player to choose a destination.
  3. If the player cancels the operation, the part in the yellow frame is processed and the event ends with nothing happening.
  4. If the player selects a place, the screen fades out and the player is transferred to the place in the item ID before the screen fades in again.
    The transfer takes place during the fade-out, so set the event to not have its own fading.
  5. Finally, the hidden item is consumed after the transfer, as shown in the second green frame.

 

Event Command: Flow Control > Label, Jump to Label

Running the Jump to Label command moves the player to the label position of the specified name. The game continues running from that position.
It doesn't matter whether you put the label before or after the event command.

Step 3: Create a Teleport Skill

Just like in the item creation section, this can be done by setting a common event in the "Effects" section.
After that, make a random character learn this skill. There are several ways to do this, but for this example we'll use the event command Actor > Change Skill function.

Step 4: Playtest

Select the learned Teleport skill from the menu screen. A list of the possible destinations will be displayed. Select a town to be transported there.

 

Practical Application

To ensure the teleport function is practical, make sure to add the following processes.

A process to handle non-execution
If the teleportation is canceled, restore any MP or items that may have been consumed for it.
Only allow travel to towns player has visited before
Use a switch to mark which towns have been visited. When adding a hidden item, make a condition that only allows towns with the designated switch turned on to be added.
Set up a switch to restrict teleportation
Restrict access to teleportation when a specific switch is turned on. This is typically used during special events or in dungeons.
Support mounts or vehicles
Add a process to move the player to a field near town or somewhere appropriate if the player happens to own a mount or vehicle.

Battle Event Settings

Creating Battle Events

Right-click a random troop in Edit Battle > Enemy Group under the RPG Data Menu. The items
"New Event Page" and "Paste Event Page" will appear. These are what are known as "Battle Events".

Add this to create a "Battle Event" item in the RPG Setting (green frame).
The project preview area will show the settings window for the contents of the event (yellow frame).

Battle Event Features

Once a battle event is executed, combat flow is paused and the event begins.
Battle events are like map events in that event commands are written one after another.
However, there are some differences, such as battle event-specific event commands.

"Span" Settings

Determines the timing to execute the command when the conditions under "Select Conditions" are fulfilled.

Battle
Only runs once during the battle.
Turn
Runs once per specified turn.
Moment
Runs continuously so long as the conditions under "Select Conditions" are fulfilled.

Multiple Event Pages

Battle events have conditions evaluated sequentially from page 1, which is the opposite of map events.

[Tip] Turn 0

When specifying a turn, the formula is calculated as A+B×X(X=1,2,3...). If the value for both A and B is 0, it sets things up for a Turn 0 event.
Turn 0 refers to the duration from the start of the battle until the first command input.

Now let's see examples of some battle events.

Conversation Events During Battle

Goblin Taunts the Party Immediately After Encounter

This example uses Message > Show Text on turn 0 to get a goblin to say, "Come and get me!"

The "Turn" item in the red frame is set to turn 0. The green frame indicates the goblin's name.

Check Operation With a Battle Test

Use the "Battle Test" feature to test battle events without having to start up the game every time.
Battle tests can be conducted from the RPG Setting after navigating to Edit Battle > Fight Scene in the RPG Data Menu.

Let's try testing out the event we just made.

As shown in the red frame above, check the Enemy Group option in the RPG Setting under Battle Test > Specify Individually > Select Enemy
, then select the enemy group with the battle event.

Click on the "Start Test" button (shown in the green frame above) to start a battle against the specified enemy group.

Other Timings

Make Enemies Appear Midway Through Battle

It's possible to add new enemies to a battle partway through. This is done in the RPG Setting by using the Conditions option under Enemy Characters Settings.
Possible conditions are: 0001:Normal, 0002:Enemy Joins Mid-Battle, and 0003:Turn.
"Normal" means the enemy is present at the start. "Turn" means it appears after the number of turns indicated. "Enemy Joins Mid-Battle" means the enemy joins the battle via a battle event.

Set the condition for Enemy Character 3 (a gnome in this example) to 0002:Enemy Joins Mid-Battle.

The gnome will disappear from the scene view. Execute the Battle > Make Enemy Appear battle event to make it show up.
The example here is configured to trigger the battle event when Goblin 1's HP falls below 50%.

Main Uses

Make an Enemy Say Something at the Verge of Death

It sounds natural to use a condition such as "Enemy HP below 0%" for this, but that would result in the battle ending before the event gets to execute. Therefore, a little creative thinking is needed.

Add Immortal Status


● Page 1 - Assign the Immortal status to the unit.

On turn 0 (immediately after the battle starts), the enemy is made immortal. This means it will not die even when its HP drops to 0.

Remove Immortal Status at the End


● Page 2 - Remove the unit's Immortal Status after its lines.

With an immortal enemy, the battle will never end, even once their HP drops to 0. Therefore, we need to execute this event page.
After running all the necessary processes to have the enemy say its lines, remove its immortal status and the battle will end.

Wait for Collapse Effect

Keep in mind that if a unit's immortal status is removed this way, the battle will immediately end the moment the Collapse Effect begins. This will look rather unnatural. To get around this, add a wait time to prevent the battle from ending before the effect can run its course.
We'll assume 0004:Other > 0002:Collapse Effect > 0002:Boss has been added to Traits, and add a 360 frame delay here.

Summary

We've covered Map Events, Common Events, and Battle Events. By now, you should have a decent understanding of how to create events for your game.
Keep trying to create the events you have in mind while using the examples here as reference or building on them,
learning and mastering the ins and outs of making events and common events as you go!