RPGMaker - What, an event?(BG L:2)
RPGMaker - Beginner’s Guide -
Lesson 2: What, an event?
So now you have maps, but they don’t react to you.
In fact you don’t seem to be able to do anything but walk around, save your game and quit.
It’s time to learn magic, or at least the power behind RPGMaker.
- Creating an Event -
Step 1:
Switch to the event layer.
Remember when I mentioned the event layer in lesson 1?
- Press the button beside the map layer.
Ahh, finally. Oh event layer how I have missed you.
Step 2:
Find an empty square on the map and double click it, right click and choose “New...” or click it once and press enter.
I’ll show you the right click option.
It was the easiest to screen grab.
You should be looking at this pop up
Don’t mind the ID#. This is the second event on this map.
Step 3:
Press OK
This makes the event exist on your map.
Nice event brah.
Note:
When you play test you will find that no matter what you do the event does nothing.
This is fine.
Before we start making events that do things we need to make events that appear on the map during a play test, and at very least have as much collision as a normal map tile.
- Event Collision -
Step 1:
Open your event, the same way as you created it.
Back to this.
Step 2:
Give your event an image.
Double click the grid below the word “Image” in the Event Editor.
The next step can proceed two ways depending on what type of image you choose.
I got nothing.
Step 3a):
You choose an tileset image.
Scroll down through your options until you find the images contained in [Tileset something] where the something is a letter B-E.
I have chosen a tile in [Tileset B].
Then press OK
- Choose a tileset image
- Press OK
This is an easy way to get an extra tile for tileset B-E. Just note it will render on top of the other tiles.
Note:
Events that use a tileset image inherit the collision of the tileset. This can cause issues getting the event to run later. As such it’s good practice to set the event’s priority to “Same as Characters” if the tileset has the image you chose as ‘X’ passibility.
There are other solutions but this is the simplest.
I have included this stone in my tutorial map but set the Priority to Below Characters. Try interacting with it in game, then turning the Priority to Same as characters.
Step 3b)
Choose a character set image.
Choose any image other than the ones mentioned in Step 3a).
By default this will set the image to have a same as characters Priority.
Then press OK to save the event.
I made a poor sprite decision. Try to figure out why.
If you get really stuck look at my sub lesson on page priority. It will give you a hint.
Notice the Priority is already set to be the same as the player. Setting it to be below or above will let the player pass through if the tiles underneath the event would normally allow it.
So that might be fine for some, but most people want their events to do something.
It is time to learn your first Event Command “Message”
- Add a Message to a player - Step 1:
Open an event, and double click on a line in the event’s contents.
Caution not every line in contents will allow you to add an “Event Command”
You will have to click on a line at the top of an existing command or a line with a diamond to add a command.
If you click on an existing command, the new command will take its place and shift the rest of the commands down the list.
For reference I have reopened the event of the guy laying on his face.
You should be looking at this:
Now this is an image burned into my retinas.
Step 3:
Write your message.
Choose the button “Show Text”
Enter your message.
Make sure your message doesn’t go past the thin blue line on the right.
Press “OK” to save the message.
Press OK in the Event Editor to save you changes to the map.
You live in a desert because I am a cruel god.
Note:
Messages are key to knowing if you are coding your events correctly. If you aren’t sure you coded something correctly add messages throughout your event to tell you how far the event got before messing up.
If you aren’t seeing any messages check to see if you are using a Tileset image and if it’s has the correct Priority.
- Afterward -
While I only covered a tiny portion of what events can do I strongly encourage you to test other Event Commands.
For the most part stay away from “Conditions” and “Triggers” until you understand how to use switches and variables.
See my code:
The code I used for this tutorial can be downloaded at https://github.com/kylehoffmann/RPGMaker_Tutorials
You will need to download all of the files and the folder RPGMaker MV Tutorial Base as well as map001.json from Beginner Tutorial 2 - What, an event.
Take map001.json and replace the file of the same name in the folder “RPGMaker MV Tutorial\data” to see my code in your RPGMaker.
Note: I added an event that wasn’t covered in the demo. This is to make the player visible. You won’t need that event in a normal game.
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