RPG Maker VX Ace Lite and VX Ace Tutorial:
Conditions, Triggers, and Event pages
Understanding the Ins and Outs of Event Execution
Conditions, Triggers, and Event pages
Understanding the Ins and Outs of Event Execution
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Honestly, a really great explanation of all of this can be found in the blog.
If I had known it was there, I wouldn't have made this post. (*embarrassed face*)
For a more thorough explanation of these triggers, please see:
Event Triggers Part 1, which covers Action Button, PLayer Touch and Event Touch and
Event Triggers Part 2, which covers Autorun and Parallel Processes.
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But, Oh well!! Here we GO!
Events are the heartbeat of your game, but what makes them tick?
That is a lot of information on one page! What do all of those sections mean?
Well, the event capabilities of your game are pretty sweet, so you won’t be surprised to hear that there are quite a few things to learn about events - way more than could ever be covered here!
But one of the important things you will want to understand is what makes events active and how they start executing. And this means understanding Conditions, Triggers, and Event pages.
So briefly, events are made up of event pages. Every event page contains a Condition section, a trigger, and a list of event commands (even if there are none.)
The first thing to understand is that every event must satisfy Conditions before it can even show up in the game. Your game can have fifty events on the map, but if they all have that first line in the Conditions section set to “switch 001 is ON” and you never turn switch 001 “ON” then your fifty events will never become active. Every condition listed in the Conditions sections must be true for the Event page to be active. So if there are two conditions, they must both be true for the event page to become active.
The next thing to understand is that an event page being “active” doesn’t mean anything will happen. Depending on the graphic and the movement, etc, there may be no image to even show up on the map. So events with graphics will be seen when they satisfy the conditions of their event page (the page will be active,) and they will move in whatever way they have been set up to in the Autonomous Movement and Options sections. But in order for the Event Commands to happen, they must be triggered.
Here is a summary of the triggers: Trigger Application Example
Action Button player uses enter or space bar
ex: for use when a player "talks" with an NPC
Player Touch player "bumps into" an event with priority "same as character", or walks over an event "beneath character"
ex: when a player reaches a location which initiates a cut-scene
Event Touch player must merely be next to an event, and not necessarily facing it
ex: an enemy encounter which begins if the enemy is on the tile next to the player
Autorun begins automatically and repeatedly until stopped, halting other event processing
ex: for events which begin when entering a map, or when a switch is on, or other conditions are satisfied, and must proceed until completion
Parallel Process begins automatically and repeatedly until stopped, allowing other events to continue
ex: for events which occur concurrent with the player's activities.
Once the trigger is pulled, as it were, the event commands will execute.
Remember that events are made up of multiple event pages. The purpose of multiple event pages is to allow a set of closely related commands to be linked together in one event, but to have certain portions happen under different conditions. Each event page should have its own unique set of conditions. For example, the first page may have no conditions at all, and the second page may have the condition of Self-Switch A being “ON.” This is very common. In complex eventing systems, event pages will be dependent on many more factors, such as the value of a variable or the presence of an actor in a party, or both!
And the final condition of event execution is that the event page which gets first dibs on being able to be active is the one that has the highest number and looks like it is in the back. (It is a little counter-intuitive at first. Event Page #1 is LAST to be evaluated. If you have ten event pages, Event Page #10 will have its conditions checked first. If they are all good, then that page will run.)
See Granny’s Signature for a list of Ace Tutorials for the New Ace User
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