Glitchfinder
Let's all get along, please?
- 477
- Posts
- 18
- Years
- Age 35
- The Twilight Zone
- Seen May 4, 2014
Hi! I had noticed that most people did not seem to use most of the event commands, and I wondered why. I thought about it, and then realized that unless they took a long time experimenting with the event sommands, some of them would not have obvious use or function, or could even be dangrous to the functionality of a game. So, I decided to make this tutorial, to help explain most of the event commands, and what they do. This tutorial will be in five parts, one for each page of the event commands, one for the map event page, and one for the battle event and common event pages as well as various miscellany. I will start with the commands.
Page 1:
Show Message...:
Displays a message for the player to see. The normal message commands are as follows:
Show Choice...:
Gives the player one of several choices to choose from. You can use up to four choices. Also, the "cancel case" options are as follows:
Ignore: The player cannot cancel the choice. Very useful in required events.
Choice 1, 2, 3, or 4: The specified choice will act as a "no". In other words, it cancels the choices.
Add Case: Allows you to dictate what happens when the player presses the ESC button. If you put nothing in the space, it ends the choice.
Input Number...:
Allows the player to input a number, which is then stored in a variable. You can choose which variable it is stored in, as well as the maximum number of digits for the number. This is very useful for things such as communication between a player and an NPC that involves age (the player inputs their age as a number) or math. (Highly unlikely, but hey, whatever)
Message Styles...:
Allows you to change the settings of the message box. The positions can be in the top of the screen, the middle of the screen, or the bottom. "Normal" Window means that the window will display with both a border and a background, while "None" changes the subsequent messages so that only the text displays.
Enter Password...:
Exactly what it sounds like. You can choose a variable, and the player has to enter a "password" that is stored within the chosen variable. You can use it as a password by using the Forks Condition option, and selecting the password variable. You can even make it where the player enters a password at one point in time, then, at another point, has to recite it for something. (Obviously, the recital of the password will be stored in a different variable)
Wait...:
This event option causes the event processing to pause for however many frames you specify. The game is programmed to run at 20 FPS (Frames per Second), but, on slower processors, it may be less. (Especially for large parallel process events. This command is necessary for the "Cycle..." command, because the game would esseantially freeze without it.
Comment...:
This places a comment within the event. Much like script comments (preceded by the # symbol), these do not affect the processing of the events, but instead serve to inform an editor what each part of the event commands are for.
Forks Condition...:
This allows the programmer to set a condition for a specific portion of the event to occur. The options are as follows:
Page 1: Switches, Variables, and Timers
Page 2: Hero Commands
Page 3: Monsters and Events
Page 4: The Leftovers
Cycle:
This is one of the most dangerous event commands. If you do not add the proper commands within this one, the game will essentially freeze while the computer focuses most of its processing power on the endless "cycle", or loop. To avoid this, you must always add a "Wait..." command within the loop, to allow the computer to process other things. Also, you must add a "Break Cycle" command to continue to the rest of the event.
Break Cycle:
This command is only used within a "Cycle" command. It stops the cycle, and the event continues to the next command after the cycle, if any.
Stop Parallel Events:
This command will stop the processing of any event that is currently processing.
Erase Event:
Temporarily erases the event that the command is within. This only applies to map events. Also, when the player leaves and reenters the map, the event will once again be on the map.
Call Common Event...:
This command will activate the common event that you specify.
Create Label...:
Creates a "label" or reference to the specific part of the event you add the command to. You must give a name to the label, so that the command that uses this function will be able to find it.
Go to Label...:
Processing of the event jumps to the label that you name, allowing repetition within the event without looping. Useful for messages with the "do you want me to repeat myself" kind of option, like that annoying yet useful owl in The Legend of Zelda: Ocarina of Time.
Change Switch...:
This allows you to turn on or off either one or a range of switches. The switches specified in the range of switches must all be next to one another. Also, this allows you to name specific switches.
Change Variable...:
This allows you to modify a specific variable or variables based on input from you or other data within the game. When you modify more than one variable, they must all be next to one another. The functions of this command are defined below:
Part 1: Setting:
Part 2: Operand
Change Local Switch...:
This allows you to choose one of four local switches (A, B, C, or D), and turn it on or off.
Timer Operations...:
This allows you to start or stop a minute/second based timer. The maximum minutes value is 99, while the maximum seconds value is 59.
Change Money...:
This command allows you to change the amount of money that the heroes are carrying. You can increase it or decrease it, and the value can be an exact number you input, or the value of a specified variable.
Change Item...:
This command allows you to change the number of a specified item that the heroes are carrying. You can choose which item to change, as well as whether to remove or add the item to the heroes' inventory. You can also set a specific number of items to add or subtract, or you can base the value off of a variable.
Change Weapon...:
This command is pretty much the same as the change item command, except that it affects the weapons that the heroes are holding instead of the items.
Change Armor...:
This command is pretty much the same as the change item and the change weapon commands, except that it affects the armor that the heroes are holding instead of the items or
weapons.
Change Party...:
This command changes the members of the party. You specify a hero number and whether to add the hero to the party or to remove them. Also, you have the option to add the actor in their initial state, or in other words, to add tghe heroes with the exact items and stats they have on the actors page.
Change Skin System...:
This command changes the skin used in the messages and menus of the game. (For example, you might change it to a skin that you downloaded)
Change Battle BGM...:
This command will change the BGM (background music) that plays during an in-game battle. You will have to change it back after the battle, if you want it to be a one-time thing.
Change Victory ME:
This command will change the sound effect that plays after you have won a battle. If you wish the change to be a one-time only change, then you must change it back after the victory.
Save Menu Setting...:
This command allows you to enable and disable saving. This is useful for people who want make a dungeon more challenging by not allowing a player to save once he/she enters.
Main Menu Setting...:
This command is similar to the Save Menu Setting command, except that it allows you to disable the menu screen entirely.
Encounter Setting...:
This command allows you to change the ability of the player to encounter monsters.
Well, that's the entire first page of the events commands. I'll be back in a while (read: a couple days to a couple weeks) with the next tutorial in the series!
Page 1:
Show Message...:
Displays a message for the player to see. The normal message commands are as follows:
Code:
\V[n]
Displays the value of the variable number you replace n with.
\N[n]
Displays the name of the Actor whose number you replace n with.
\C[n]
Displays the following text in thse colors:
0=White
1=Blue
2=Red
3=Green
4=Turquoise
5=Purple
6=Yellow
7=Gray
\G Displays the amount of money the hero is carrying.
\\ Displays a \ character,
Gives the player one of several choices to choose from. You can use up to four choices. Also, the "cancel case" options are as follows:
Ignore: The player cannot cancel the choice. Very useful in required events.
Choice 1, 2, 3, or 4: The specified choice will act as a "no". In other words, it cancels the choices.
Add Case: Allows you to dictate what happens when the player presses the ESC button. If you put nothing in the space, it ends the choice.
Input Number...:
Allows the player to input a number, which is then stored in a variable. You can choose which variable it is stored in, as well as the maximum number of digits for the number. This is very useful for things such as communication between a player and an NPC that involves age (the player inputs their age as a number) or math. (Highly unlikely, but hey, whatever)
Message Styles...:
Allows you to change the settings of the message box. The positions can be in the top of the screen, the middle of the screen, or the bottom. "Normal" Window means that the window will display with both a border and a background, while "None" changes the subsequent messages so that only the text displays.
Enter Password...:
Exactly what it sounds like. You can choose a variable, and the player has to enter a "password" that is stored within the chosen variable. You can use it as a password by using the Forks Condition option, and selecting the password variable. You can even make it where the player enters a password at one point in time, then, at another point, has to recite it for something. (Obviously, the recital of the password will be stored in a different variable)
Wait...:
This event option causes the event processing to pause for however many frames you specify. The game is programmed to run at 20 FPS (Frames per Second), but, on slower processors, it may be less. (Especially for large parallel process events. This command is necessary for the "Cycle..." command, because the game would esseantially freeze without it.
Comment...:
This places a comment within the event. Much like script comments (preceded by the # symbol), these do not affect the processing of the events, but instead serve to inform an editor what each part of the event commands are for.
Forks Condition...:
This allows the programmer to set a condition for a specific portion of the event to occur. The options are as follows:
Page 1: Switches, Variables, and Timers
Code:
Switch: The portion of the event within the condition will only occur if the specified switch is either On or Off. (Whichever you decide)
Variable: You decide on a specific variable, and the following conditions apply:
Set: The variable equals the specific number you put in.
Variable: The variable equals, is greator than, lesser than, greator than or equal to, or lesser than or equal to the value of the specified variable. (You choose which)
Local Switch: The portion of the event within the condition will only occur if the specified local switch is either On or Off. (Whichever you decide)
Timer: The event will only occur if the time on the timer is above or below the time (In minutes and seconds) that is displayed on the timer. You choose if you want the event to occur when it is above, or if you want it to occur when then time is below.
Code:
Is in Party: The portion of the event will only happen if the specified hero is in the party.
Name is: The portion of the event will only occur of the name of the specified hero has the specified name. (Case sensitive)
Skill...can be used: The portion of the event will only occur if the specified hero can use the specified skill at the moment.
Weapon...is equipped: The portion of the event will only occur of the name of the specified hero has the specified weapon equipped.
Armor...is equipped: The portion of the event will only occur of the name of the specified hero has the specified armor equipped.
Status...inflicted: The portion of the event will only occur of the name of the specified hero is inflicted with the specified status.
Code:
Monster: (Only able to be used in battle)
Is Present: The portion of the event will only occur if the specified monster
is present.
Status...is Inflicted: The portion of the event will only occur if the
specified monster is inflicted with the specified status.
Event: The porton of the event coding will only be processed if the
specified event (or the hero) is facing the specified direction.
Code:
Money: The portion ot the event will only occur if the hero is carrying more (or less) than the specified amount of money. (You can choose whether it will be above or whether it will be below)
Item...Has it: The portion of the event will only occur if the hero is carrying the specified item.
Weapon...Has it: The portion of the event will only occur if the hero is carrying the specified weapon. (Unequipped)
Armor...Has it: The portion of the event will only occur if the hero is carrying the specified armor. (Unequipped)
Key...is Pressed: The portion of the event will only occur if the specified key is pressed. (Arrow keys, A, B, C, X, Y, Z, L, and R)
Script: The portion of the event is based on the referenced script. This is for advanced script and event integration, and most people will only cause errors with this command.
Cycle:
This is one of the most dangerous event commands. If you do not add the proper commands within this one, the game will essentially freeze while the computer focuses most of its processing power on the endless "cycle", or loop. To avoid this, you must always add a "Wait..." command within the loop, to allow the computer to process other things. Also, you must add a "Break Cycle" command to continue to the rest of the event.
Break Cycle:
This command is only used within a "Cycle" command. It stops the cycle, and the event continues to the next command after the cycle, if any.
Stop Parallel Events:
This command will stop the processing of any event that is currently processing.
Erase Event:
Temporarily erases the event that the command is within. This only applies to map events. Also, when the player leaves and reenters the map, the event will once again be on the map.
Call Common Event...:
This command will activate the common event that you specify.
Create Label...:
Creates a "label" or reference to the specific part of the event you add the command to. You must give a name to the label, so that the command that uses this function will be able to find it.
Go to Label...:
Processing of the event jumps to the label that you name, allowing repetition within the event without looping. Useful for messages with the "do you want me to repeat myself" kind of option, like that annoying yet useful owl in The Legend of Zelda: Ocarina of Time.
Change Switch...:
This allows you to turn on or off either one or a range of switches. The switches specified in the range of switches must all be next to one another. Also, this allows you to name specific switches.
Change Variable...:
This allows you to modify a specific variable or variables based on input from you or other data within the game. When you modify more than one variable, they must all be next to one another. The functions of this command are defined below:
Part 1: Setting:
Code:
Set: This option will make the variable equal the input from you/data from game that you specify.
+: This option will increase the variable by the input from you/data from game that you specify.
-: This option will decrease the variable by the input from you/data from game that you specify.
*: This option will multiply the variable by the input from you/data from game that you specify.
/: This option will divide the variable by the input from you/data from game that you specify.
Part 2: Operand
Code:
Set: This option will perform the function specified above using the number you add here.
Variable: This option will perform the function specified above using the value of the variable that you specify.
Random: This option will perform the function specified above using a random number between (and including) the two numbers that you specify.
Item...Has it: This option will perform the function specified above using the number of the specified item that the hero is carrying.
Hero: This option will perform the function specified above using the value of the specified attribute of the specified hero. (Level, total experience, current HP, current SP, Max HP, Max SP, Strength, Defense, Agility, Mind (Intelligence), Attack, Physical Defense, Magical Defense, and Evasion)
Monster: This option will perform the function specified above using the value of the specified attribute of the specified monster. (current HP, current SP, Max HP, Max SP, Strength, Defense, Agility, Mind (Intelligence), Attack, Physical Defense, Magical Defense, and Evasion)
Event: This option will perform the function specified above using the value of the specified attribute of the specified event (or the hero). (X coordinates, Y cordinates, Direction facing, Screen X coordinate, screen y coordinate, and terrain)
Other: This option wil perform the function specified above using the value of the specified option. (Map ID, Party Size, Money, Number of steps taken, Total play time, time in seconds (remaing on timer), and total number of saves)
Change Local Switch...:
This allows you to choose one of four local switches (A, B, C, or D), and turn it on or off.
Timer Operations...:
This allows you to start or stop a minute/second based timer. The maximum minutes value is 99, while the maximum seconds value is 59.
Change Money...:
This command allows you to change the amount of money that the heroes are carrying. You can increase it or decrease it, and the value can be an exact number you input, or the value of a specified variable.
Change Item...:
This command allows you to change the number of a specified item that the heroes are carrying. You can choose which item to change, as well as whether to remove or add the item to the heroes' inventory. You can also set a specific number of items to add or subtract, or you can base the value off of a variable.
Change Weapon...:
This command is pretty much the same as the change item command, except that it affects the weapons that the heroes are holding instead of the items.
Change Armor...:
This command is pretty much the same as the change item and the change weapon commands, except that it affects the armor that the heroes are holding instead of the items or
weapons.
Change Party...:
This command changes the members of the party. You specify a hero number and whether to add the hero to the party or to remove them. Also, you have the option to add the actor in their initial state, or in other words, to add tghe heroes with the exact items and stats they have on the actors page.
Change Skin System...:
This command changes the skin used in the messages and menus of the game. (For example, you might change it to a skin that you downloaded)
Change Battle BGM...:
This command will change the BGM (background music) that plays during an in-game battle. You will have to change it back after the battle, if you want it to be a one-time thing.
Change Victory ME:
This command will change the sound effect that plays after you have won a battle. If you wish the change to be a one-time only change, then you must change it back after the victory.
Save Menu Setting...:
This command allows you to enable and disable saving. This is useful for people who want make a dungeon more challenging by not allowing a player to save once he/she enters.
Main Menu Setting...:
This command is similar to the Save Menu Setting command, except that it allows you to disable the menu screen entirely.
Encounter Setting...:
This command allows you to change the ability of the player to encounter monsters.
Well, that's the entire first page of the events commands. I'll be back in a while (read: a couple days to a couple weeks) with the next tutorial in the series!