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Common Settings and Event Page Controls

ID (on title bar)

A unique number assigned to each event. These numbers are set automatically in the order you create events on each map. Example uses include employing them to specify events in variables.

Name

The name of the event. This setting is only used by the editor and has no impact on game play. The default name "EV" followed by the event ID number will be entered automatically.

Change as necessary to make the event content readily identifiable.

Event Page Numbers

The numbers of the event pages included in events are displayed on each tab. You can edit the settings on each tab by clicking the respective tab.

Event Page Control Buttons

The buttons along the top of the Create Event dialog box include those for creating and deleting event pages. The functions of each button are described below.

Create Event Page

Creates a new event page with a number one greater than the event page you are currently editing. The page number of all subsequent event pages will be increased by one.

Copy Event Page

Copies to the clipboard the content of the event page you are currently editing.

Paste Event Page

Event pages in the clipboard will be added (inserted) using the next event page number after the page currently being edited. The page number of all subsequent event pages will be increased by one.

Delete Event Page

Deletes the event page you are currently editing. Each time you delete an event page, the numbers of the following pages are sequentially decremented by one.

Clear Event Page

Clears all the settings for the event page you are currently editing (returns it to its initial

state).

Available Settings

Conditions

The conditions under which the event will spawn based on the settings on the event page.

Select the conditions you want to set to determine whether the event spawns. The available conditions are Switch, Variable, Self Switch, Item, and Actor.

Do not set any conditions if you want the event to spawn unconditionally. If you set multiple conditions, the event only spawns if all of them are satisfied.

If there are multiple event pages satisfying conditions, the event will spawn based on the event page with the highest number. The event will not spawn if none of the pages have their conditions satisfied.

Graphic

The graphic displayed when the event spawns on the map. In the Graphic dialog box that appears when you double-click the field, specify the graphic you want by first clicking a selection in the file list (left side) and then an image (right side).

If you do not specify a graphic, the event will be spawned on the map without one. To clear a previously set graphic, select None at the very top of the file list in the Graphic dialog box.

Autonomous Movement

Use the Type, Speed, and Freq settings to specify the movement method for map events.

Speed defines the speed of movement, with higher values specifying faster speeds. Freq defines the movement cycle, with higher values specifying a faster frequency. Type allows you to specify one of the four following movement types:

Fixed

Do not move.

Random

Move around randomly.

Approach

Move toward the player's position.

Custom

Move along a specified route. Routes can be specified in the dialog box that appears when you click Move Route. See Setting Move Routes for more information.

Options

Display options for graphics. Set the options you want to apply as necessary.

Walking Animation

Displays an animation when moving. Use it to represent characters or animals that are moving.

Stepping Animation

Displays an animation when not moving. Use it for events where there is a wavy ocean surface or flames.

Direction Fix

Makes it impossible to change a graphic's direction when moving.

Through

Makes it possible to pass through a normally impassable terrain or event.

Priority

Specify one of the following choices for the positional relationship between the player and event. If the event and player can overlap, the display of the graphic that goes on top will be prioritized.

Under Normal Characters

The player and others will be able to walk over this event. However, if a tile is selected in the Graphic settings, passage will conform to that tile's setting.

Same as Normal Character

Positions the event at the same level as the player, preventing entry into the event's location.

Above Normal Characters

The player and others will be able to walk under this event.

Trigger

For events that spawn on maps, use one of the settings described below to specify when to start running the event commands entered in Contents.

Action Button

Starts when the player presses the confirm button while next to the event and facing it in a certain direction (or when overlapping events that allow overlapping).

Player Touch

Starts when the player touches the map event (or overlaps an event that allows

overlapping). The event also starts if the player presses the confirm button while in this state.

Event Touch

Starts when an event with Autonomous Movement bumps up against the player (or overlaps, in the case of events that allow overlapping). The event also starts if the player presses the confirm button while in this state.

Autorun

Starts when the conditions have been satisfied and the event spawns on the map.

Parallel Process

Starts when the conditions have been satisfied and the event spawns on the map, and cyclically repeats the process defined in Contents.

Contents

A list of commands to run when the specified trigger is satisfied. See the next item, "Editing Command Contents," for more information.

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