RPG Games Learn--2.rpgmaker Event Learning 1

Source: Internet
Author: User

Event


Description
Can be used to draw elements in the fourth layer, can be a game to see the transparent "narrator" to manipulate the operation of the plot, can be placed on the edge of the map as a moving point to switch scenes, can also be used as NPC, BOSS, character and other visible characters or objects exist.

Classification
Map events and public events.
Map events are set uniformly at the event layer of the map. Each character stands in a grid, which is a unit of each event on the map. You can select a grid to set the initial position of the character, which can no longer be used to create another event.

Event
An event can contain many pages and operate on different conditions, allowing him to perform different things. First set the name and need to be used elsewhere. The appearance conditions, execution content, and graphics of each page of an event can be completely different.


Conditions

Event occurrence conditions and event start conditions to differentiate, the condition refers to whether the world exists on the map, and the starting condition refers to when the event exists, what conditions can be executed on the right side of the content of the editing of the thing.
Event conditions are controlled by switches and variables and can be used to control the occurrence of this event page using two global switches, a variable, and an independent switch. The event mentioned later does not refer to the entire event that contains all the event pages, but rather a separate event page.
"Role Picture"
The role picture refers to the representation of this event page on the map.
"Move Rule"
Move rule: fixed (stationary in place), random (walk anywhere in the area that can be moved), close (this event will always chase character walk, used to make tracking enemies or follow-up NPC, etc.) and custom (can customize the movement state of this event, and set the movement of the event operation approximation) four kinds. Speed (speed per step) and frequency (the frequency of the check) can be set by itself.
Options
Motion Animation: If the event has a walking diagram, in the movement of the time will play the direction of the four actions, let him have the feeling of walking.
Animation at rest: in-situ tread.
Fixed orientation: Indicates that when a character is triggered (by a return or contact to trigger an event), he does not automatically turn to that character-oriented direction, but remains in a constant direction.
Allow penetration: The character can penetrate this event, which can also pass through other events (which, by default, cannot be penetrated when the event has a walking graph).
Show first: The priority of the whole event is mentioned highest, which is higher than all components on the map (the map priority set in the tile after setting is not valid for this event)
"Event Start Condition"
Represents when this event occurs, how do you want to trigger the details of your custom on the right.
Decision Key: Pressing the C key or spacebar on the event will trigger
Contact with the protagonist: when your protagonist encounters this event, it will be performed, usually in the event of a site move.
Contact with the event: represents when the event and the protagonist touch the time will be executed, whether the protagonist first encountered events or events themselves first met the protagonist (this time the event will generally set a random or follow the movement rules), more for
An enemy event like the hero.
Automatic execution: Indicates that the event occurs instantaneously immediately. And if there is no interruption, it will be executed repeatedly. During the execution of the event, the protagonist cannot move, and the other events are no longer triggered.
Parallel processing: Similar to an automatic event, it starts and executes repeatedly as soon as it appears. But it does not hinder the movement of the protagonist and the handling of other events.

When the conditions are the same, the first occurrence of the event page is the largest number, and the content of the event page is executed.
To stop an automatic event or parallel event, you can open a switch at the end of its execution and create a new, blank event page with a condition that the switch is on, so that if the new event replaces the current auto-event page, the automatic event stops.

"Show articles, select items, add or subtract items, switch variable operations, condition differences, move routes"
Creates a new event, sets the graph, and starts the condition to execute automatically. Select event Directives to display the article and edit the characters to say.
And then add the Change Article option, changing the location to
Add an article: \c[n] for 8 colors, \n[n] denotes the name of the role in the database
Setting content: \c[1] Then the master of \n[1 came to him.

Then add the event handling second page to set the move route, select the object to move in the upper left corner first--character this event or select another event in the dropdown list. The Move button on the right moves one cell at a time.
Then process the second page to wait for the move End command, plus the post event will wait for the object in the move line to go through the following section.
Then account for the task. The protagonist's master let the protagonist open the room lock in the cupboard and then take five reply agent. The main character can choose to do or not do--do then receive the task, do not do the automatic event interruption, the protagonist's master
Stroll around the house and talk to him again. Here is the use of an option--it is also a kind of judgment of conditional divergence. On the first page, find "Show selections" and you can see that there are up to four options available in RM.


In fact, disagreements can create up to five--there is a "canceled event" on the right, which means that when you press ESC, you jump to the difference.

Then according to different choices, say different words. The auto-run event page is terminated with a different two independent switches, or the plot is automatically repeated. When the task is not answered, the master will continue to ask you to take the task, then open the independent switch A, create a new event page, set the condition is independent switch A is on. The start condition is the decision key. The content can replicate the contents of this selection again, but then there is no need to open the independent switch a again. When the task is taken, the master will wait for you to complete the task, then open the Independent Switch B, create a new third event page, set the condition as "Independent Switch B is on", the graph is still original, the starting condition is "decision key". In the second event page of the selection, do not forget to add the page on the Accept task when you open the Independent switch B.
The number of independent switches is only four, and it is only within a single event that controls the page and cannot be called globally.

The switch is the entire game's global control engine, which map can be used to determine whether the switch is on to execute the event content.
Select the switch operation to see the opening and closing of all switches in a single or range.
As long as the protagonist takes the task, turn on the switch.

Variable operations can be used instead of switches to control your game flow. The variables can be subtraction to each other, and can also be used to perform the operation.

Conditional divergence represents how a condition satisfies, or how it can be set when it is not satisfied.

We judge whether the number of the current amount of the recovery agent is greater than 5. Then also tick one when the condition does not meet the occasion indicated otherwise. Do not take enough occasions to continue to take, to use the instructions to increase or decrease items. In article V[n] Displays the n number variable.

Condition divergence: Judging switch, variable, independent switch, timer

RPG Games Learn--2.rpgmaker Event Learning 1

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