RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmaker
Event
[Description]
It can be used to draw components on the fourth layer. It can be a transparent "narrator" invisible to the game to manipulate the running of the plot. It can be placed on the edge of the map as a moving point for switching scenes, it can also exist as visible characters or items such as NPC, BOSS, and role.
[Category]
MAP events and public events.
The map event settings are unified at the event layer of the map. Each role is located in a grid and is an event unit on the map. You can select a grid to set the initial position of the role, which cannot be used to create other events.
[Event]
An event can contain many pages and perform different operations based on different conditions. First, set the name to be used elsewhere. The appearance conditions, execution content, and graphics of each page of an event can be completely different.
[Condition]
The event occurrence condition and the event start condition must be separated. The occurrence condition indicates whether the world exists on the map, and the start condition indicates that after the event exists, what conditions can be used to execute the edited content on the right.
The event occurrence condition is controlled by the switch and variable. You can use two global switches, one variable, and one independent switch to control whether the event page appears. The event mentioned later does not refer to the whole event that contains all event pages, but a separate event page.
[Role image]
A role image is a map representation of the event page.
[Mobile rule]
Moving rules: fixed (not moving in place), random (freely walking in a moving area), close (this event will keep chasing the role, the enemies used for tracking, such as the botnet npc, and custom events (which can be used to customize the moving status of the event and approximate event operations for setting the moving route. You can set the speed (the speed of each step) and frequency (the frequency of going through the grid) by yourself.
[Option]
Animation during movement: if the event has a walking chart, the four actions in that direction will be played in sequence during the movement, giving him the feeling of walking.
Static Animation: Stay in place ..
Fixed orientation: indicates that when a role is triggered (Press ENTER or in contact with it to trigger the event), it will not automatically turn to the role-oriented direction, but will maintain a constant direction.
Allowed penetration: The role can penetrate this event, and this event can also pass through other events (when the event has a walking graph, it cannot be penetrated by default ).
Display at the beginning: the priority of the entire event is higher than that of all components on the map (the map priority set in the map block is invalid for this event)
[Event start condition]
It indicates how to trigger detailed content on the right when this event occurs.
Deciding key: pressing the C or space key to the event triggers
Contact with the main character: when your main character encounters this event, it will be executed. It is generally used in the event of place movement.
Contact with the event: the event will be executed when the event and the main character touch, whether the primary character first encounters an event or the event himself first meets the primary character (in this case, a random or follow-up moving rule is usually set for the event ).
Target enemy events like the protagonist
Automatic Execution: Indicates immediate execution of the event. If there is no interruption, It will be executed repeatedly. The main character cannot be moved during the event execution, and other events will not be triggered.
Parallel Processing: similar to automatic events, it can be executed and executed repeatedly once it appears. However, it does not prevent the protagonist from moving and handling other events.
When conditions are the same, the event page with the largest serial number is displayed first, and the event page is executed.
To stop an automatic event or parallel event, you can enable a switch at the end of its execution, and then create a blank event page with the ON condition displayed, in this way, according to this rule, the new event replaces the current automatic event page, and the automatic event stops.
[Show articles, select items, add or remove items, switch variable operations, condition differences, and moving routes]
Create an event, set the image, and start the automatic execution of the condition. Select the event command to display the article and edit what the main character wants to say.
Add the option to change the position to medium.
Add another article: \ c [n] indicates eight colors, \ n [n] indicates the role name in the database
Setting content: \ c [1] Then the master of \ n [1] came to him.
Then add the event processing page 2 to set the moving route. After selecting the event, confirm the object to be moved in the upper left corner-the role event or select other events from the drop-down list. The move button on the right moves one cell at a time.
Then, process the second page and wait for the move to end command. After the event is added, the following parts will be executed after the objects in the mobile route are completed.
Then explain the task. The master of the main character asks the main character to open the locked cabinet in the room and then take five replies. The main character can choose whether to do it or not-if it does, it receives the task, and if it does not, it will automatically interrupt the event. The master of the main character
Slide in the room, and then talk to him to pick up the task again. Here is the use of a selection item-it is also a type of conditional divergence judgment. On the first page, find "show selection items". You can see that RM has a maximum of four options for setting.
In fact, there can be a maximum of five differences-there is a "canceled occasion" on the right, indicating which one will jump to when you press ESC.
Then, let's say something different based on your choice. Use two independent switches to terminate the automatically running event page. Otherwise, the event page is automatically executed repeatedly. If you do not receive the task, the master will continue to ask you to perform the task. Then, enable the independent Switch A, create an event page, and set the condition that the independent Switch A is ON. The start condition is the decision key. You can copy the content of the selected item again, but you do not need to turn on the independent switch A at that time. When the next task is completed, the master will wait for you to complete the task. Then, enable the independent Switch B, create the third event page, and set the condition to "independent Switch B to ON 』, graphics are still original, and the start condition is "determining the key ". In the selection item on the second event page, do not forget to enable the independent Switch B when adding the page to accept the task.
The number of independent switches is only four, and the page is only controlled in a single event, and cannot be called globally.
The switch is the global control engine of the entire game. In which map, you can determine whether the switch is ON to execute event content.
Select the switch operation to view the opening and closing of all switches in a single or within a range.
Turn on this switch as long as the main character receives the task.
Variable operations can be used instead of switches to control your game processes. Variables can be substituted into each other, or they can be used for addition, subtraction, multiplication, and Division operations.
Condition divergence represents how a condition is met, or when it is not met.
We determine whether the variable No. 1 with the number of restoration agents is greater than 5. Then, select a condition that does not match the condition. If you do not have enough options, you can continue to use the instructions to increase or decrease items. In Article v [n], the variable n is displayed.
Condition divergence: Judgment switch, variable, independent switch, Timer