Event Triggers Part 1

in Tutorials

One of the many things that may be a bit tricky for beginner’s is how to start events. Some triggers are easy, but some you may start wondering “what’s the difference here?” or “what do I use this for?”

To make things easy, I’m going to go over all the event triggers. This week we will go over the simpler triggers: Action Button, Player Touch, and Event Touch. Next Friday, we will explore Parallel Process and Autorun events.

Action Button

How it works: When the player presses the action button while in the proper position (when on the same tile for events that are above or below the characters, when adjacent and facing the event for events that are at the same level as the characters) the event starts.

What is this used for: This is probably the most common type of event trigger. Any time you want the player to activate the event, you should probably use Action Button triggers. Examples of use include talking to NPCs, flipping a lever, opening a treasure chest, or any other situation where the player should be in control of whether to start the event or not.

Things to keep in mind: There generally isn’t any special considerations with Action Button events. The only thing that occurs to me to keep in mind is that facing doesn’t matter on above or below level events, so if your scene will need the character facing a certain way, make sure to use a Set Move Route command so they are facing the direction you want them to.

Player Touch

How it works: This is also a relatively simple trigger. The moment the character moves into contact with the event (either bumps into it for events that are set to the same level as characters, or moves into the same square as the event for those set below or above the characters) the event starts.

What is this used for: Player Touch events are also incredibly common. Any time that you want something to happen when the player is in a specific location, regardless of whether they start it themselves, you use Player touch. Examples of use include depression switches on floors, all types of transfer events (stairs, edge of town, etc.), and starting cutscenes.

Things to keep in mind: The biggest thing to keep in mind when dealing with Player Touch events is that it comes into effect only when the player moves INTO the event. If the player is standing still and the event bumps into him, it will not activate.

Event Touch

How it works: This works a lot like Player Touch, except it activates whether you touch the event, or the event touches you.

What is this used for: The main use for this is anything that MOVES that should affect the player. Examples of use include wandering monsters, flames, and moving blades.

Things to keep in mind: Remember that unlike Player Touch, this activates whether the player touches the event or the event touches the player. Also, if the event does not move, this operates identically to Player Touch.

Tune in next week when we cover the two more complicated event triggers: Autorun and Parallel Process.

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