Game Development Reference
In-Depth Information
Trigger defines how the event can be activated.
1.
Action Button . An event that activates via the use of the Action Button (spacebar
or Enter, by default) when appropriate. If the event has Below Characters priority,
the player character will have to stand on top of the event, to activate it. If the event
has Same as Characters priority, the player character will have to stand next to the
event while facing it, to activate it. Last, if the event has Above Characters priority, the
player character will have to stand under the event, to activate it.
2.
Player Touch . An event that activates when the player character touches the event by
walking into it. It is affected by Priority much like the Action Button.
3.
Event Touch . An event that activates when it touches the player character. It is
similarly affected by Priority as the previous two options. I prefer to use Player Touch,
but you'll need Event Touch on the map, if you're trying to make moving projectiles
that your players must dodge, for example.
an easy way to determine if you need player touch or event touch is the following: for something that you want
the player to trigger at his/her convenience, use player touch. For something that the player must avoid or is otherwise
triggered outside of his/her control, use event touch.
Note
4.
Autorun . An event with the Autorun trigger is always on and will repeat its actions
until interrupted somehow. This is probably the easiest way to crash your game when
you're just starting out in RMVXA. I generally only use it for cinematic sequences
(such as events in which you have the game auto-control the player character in an
in-game cut scene).
5.
Parallel Process . Similar to an Autorun trigger, a Parallel Process event is always
on. However, it will not interrupt other game functions. This is the type of event you
should use to handle large-scale area transitions, among several other things.
The entire right half of the New Event screen contains its
Contents . By right-clicking (and left-
clicking Insert) or double left-clicking anywhere inside of the window boundaries, you'll find
yourself looking at a large list of event commands. They represent the many things that we can
do with RMVXA without having an inkling of Ruby knowledge. I will be covering a few of these
later in this chapter and many more throughout the topic.
At the very top of the page, you'll see five buttons involved in the creation and deletion of
Event Pages. A single event can have up to 99 pages.
An Event Can Have 99 Event Pages!
Yes, seriously. I'm hard-pressed to think of any situation in which you'd have to make use of all 99 pages, but most
events you create for your RPG will require more than one. Multiple event pages are how you can make NPCs change
conversations as you progress within the game, to name but one thing you can do with them. As a matter of fact, the
button event I will create shortly is going to have two pages.
 
 
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