Map Event Settings

Common Settings and Event Page Controls

ID (Displayed in Title Bar)

The event's unique ID. IDs will be automatically set for each map in the order that they are created. This ID is used for occasions such as specifying events using variables.

Name

The name of the map event. This property is just used in the editor (does not affect the game). The name that uses the ID will be automatically entered in the initial state. Change the name of the event to something easily identifiable if necessary.

Note

A text area where you can freely enter notes.

Event Page ID

The event page ID included in the event. By clicking a tab, you can switch to the event page that you want to edit.

Event Page Control Buttons

The buttons located towards the top of the window can be used to perform actions such as creating new event pages and deleting them. The functions of each button are as follows.

New Event Page
Creates a new consecutively numbered event page following the one that is currently being edited. Each following additional event page will have an ID that increases by 1 each time one is created.
Copy Event Page
Copies the contents of the event page currently being edited to the clipboard.
Paste Event Page
Adds (inserts) the event page in the clipboard using the ID that follows the event page currently being edited. Each event page added will have an ID that increases by 1 each time it is created.
Delete Event Page
Deletes the event page that is currently being edited. The ID for each event page that follows the one that was deleted will have its ID decreased by 1.
Clear Event Page
Deletes the entire contents of the event page currently being edited (returns it to its initial state).

Event Page Settings

Conditions

Conditions for the map event to appear on the map based on the settings of this event page. Enable what will be used as the conditions within the [Switch], [Variable], [Self Switch], [Item] and [Actor] settings, and set the criterion to be evaluated.

Leave the condition settings as disabled when you want to have an event occur without any conditions. If multiple conditions are set, an event will only occur when all conditions are met.

If the conditions of multiple event pages are met, the event with the ID with the highest value will be used. Conversely, an event will not occur if there are no pages which meet the conditions set.

Switch
The event will occur when the specified switch is set to ON.
Variable
The event will occur when the specified variable is greater than the fixed value.
Self Switch
The event will occur when the specified self switch is set to ON.
Item
The event will occur when a party possesses the specified item.
Actor
The event will occur when the specified actor is in the party.

Image

Images that are displayed when an event occurs on a map. To specify an image, click the file list (left) and image (right) in order in the [Select an Image] window that appears when you double-click inside the frame.

An image will not be visible on a map if an image is not set. Select [(None)] located in the very top of the file list in the [Select an Image] window to delete the image you have set.

Autonomous Movement

Specifies how the map event will move based on the [Type], [Speed] and [Frequency] settings. [Speed] determines the speed when the map event moves and the greater the number, the faster the map event will move. [Frequency] is the interval at which the map event moves and the greater the number, the shorter the movement interval will be. You can choose from the following 4 types of movements in [Type].

Fixed
The map event will not move.
Random
The map event will move around at random.
Approach
The map event moves towards the location of the player.
Custom
The map event follows the specified route. You can specify the route in the window that appears when you click [Set Movement Route]. For more information, please refer to [Set Movement Route].

Options

How the image will be displayed. Enable the items to apply as necessary.

Walking
Displays animation when moving. Use when wanting to display characters and animals as walking.
Stepping
Displays the stepping animation while the character is stopped. Use when wanting to display the water's surface and fire as moving.
Direction Fix
Prevents the direction that the image is facing from changing while moving.
Through
Allows to pass through terrain and events that cannot be passed through.

Priority

Choose from the below in order to specify the priority of how players and other events are displayed on top of one another. The image that is on top will be prioritized and displayed when events and players can overlap.

Below characters
Players and so on will be able to move on top of this event. However, if a tile is selected in [Images], whether or not the player can move on top of that tile depends on the settings of the tile.
Same as characters
Will be at the same height as characters, and it will not be possible to go through this event.
Above characters
Players and so on will be able to move beneath this event.

Triggers

Choose the timing for when the processing of the [Contents] of an event that occurs on the map will be.

Action Button
When the player touches the event, and presses the action button while facing (when overlapping an event where overlapping is possible) in the direction of the event.
Player Touch
When the player touches the event (when overlapping an event where overlapping is possible), and presses the action button while in that state.
Event Touch
When an event makes contact (when overlapping where overlapping is possible) with a player through via the autonomous movement of the event as well as when in the same state as in [Player Touch].
Autorun
When the event appears after meeting appear conditions.
Parallel
When the event appears after meeting appear conditions (contents of the event will be repeatedly processed).

Contents

List of the processes that will be run when the [Trigger] is activated. For more information, please refer to the following [Editing Contents] section.

Editing Contents

Viewing the Contents of the List

Processes added to the game while playing are edited using commands called [Event Commands].

Event commands will be processed in order from the top item in the list and will be reflected in the game being played. Rows with a [◆] in the list indicate a registered event command. Rows with a [:] display the settings of event commands and indicate the position of where the flow of processes will be branched.

Additional Event Commands

Double-click the row with a [◆] to add an event command to the list. Select the event command to use in the window that appears, and define the details (excluding some parts) of the process. Double-clicking a row which already has an event command will insert the new event command in that position.

Controls via the Context Menu

Registered event commands will be displayed using a [◆]. Right-clicking this row will cause a menu to appear where you can perform actions such as [Copy] and [Delete]. Each available action is as follows.

New
Inserts a new event command at the selected position.
Edit
Re-edit the settings of the event command in the row that is selected.
Cut
Copies the contents of the selected row to the clipboard and deletes it from the list.
Copy
Copies the contents of the selected row to the clipboard.
Paste
Inserts the contents of the clipboard to the row that is selected.
Delete
Delete the event command in the row that is selected.
Select All
Selects everything in the list as items to be edited.
Test
Tests the selected event in the game screen.

Selecting Multiple Items at Once

While having one of the rows in the list selected, clicking another row while holding down the [Shift] key will select all the event commands (blocks that have a [◆]) within that range. Right-clicking those items selected (highlighted in blue) will allow you to perform actions to all the items via a context menu. However, you can only select the items which are in the same branch when including branch processes.