To create a new event, select a map in the RPG Maker window and choose "New Event" from the context menu, or open the context menu on a map in the RPG Scene Preview and choose "New".
Enter an event name.
Set the event's position on the map, with the top-left corner having the X and Y coordinates (0,0). These values will increase when moving to the right or down. You can also change the position by dragging the event in the RPG Scene Preview.
A place for the creator of a game to leave notes. They will not be displayed in-game, so feel free to use it as you see fit.
Set the chapter for the event in the Outline.
Set the section for the event in the Outline.
It is possible to both import and export templates. The template will be of just the event page itself and will only contain a record of the event commands. Any images, sounds, or effects used by the event will not be included.
|Import||Load event data.|
|Export||Save event data.|
Set the conditions that determine whether this event appears on the map.
|Switch 1||The event will appear if the designated switch is ON.|
|Switch 2||The event will appear if the designated switch is ON.|
|Variable||The event will appear if the designated variable is equal to or larger than the input value.|
|Self Switch||The event will appear if the designated self switch is ON. A self switch is a switch that can only affect its own event. Each event has 4 self switches labeled A through D.|
|Items||The event will appear if the party has the designated item.|
|Actor||The event will appear if the designated actor is in the party.|
|Switch Item||The event will appear if the party has the designated equipment item or if it's equipped to a party member. "Switch Item" must be set to ON in the settings of a weapon or piece of armor to use it as a switch item.|
Set an event image.
Check the box next to "Character" to choose an actor or NPC from those listed in "Characters → Character Master List".
|Select Character||Select a character.|
Select an Image
Check the box next to "Select an Image" to choose an image from those registered in "Resource Manager → Characters → Field Character" or "Resource Manager → Characters → Objects".
|Select Image||Select an image.|
|Name||Enter a name. If the option to display names is selected in a dialogue event command, this is what will be shown. When using the "Character" option, the name registered in the character's settings will be used.|
Edit settings for this event's movements.
Choose a type of movement from the options listed below.
|Fixed||The event will not move from its set position.|
|Random||The event will move freely through any tiles it can pass through.|
|Approach||The event will move toward the player.|
|Custom||The event will follow the designated movement route, which can be set in the RPG Scene Preview.|
|Start Editing||Start setting the route in the RPG Scene Preview.|
|Reset Route||Revert the route to its default state (i.e., empty).|
|Preview||After setting the route, see the designated movements play out.|
|Repeat Movements||Set whether the movements will be repeated.|
|Skip If Unable to Move||Set whether the game will stop processing the event if it can no longer move on the map.|
Set the speed for moving a distance of one tile. Choose between "1/8x Speed", "1/4x Speed", "1/2x Speed", "Normal", "2x Speed", and "4x Speed".
Set the direction that the event faces. Choose between "Movement Direction", "Player", "Right", "Left", "Down", and "Up".
|Fix Direction||Select "Fix Direction" to keep the event facing in the same direction, even during movement. This box will be unchecked if "Movement Direction" is selected.|
Set whether a walking animation will play when the event is moving.
Walk In Place
Set whether a walking animation will play when the event is stationary.
Set whether the event can pass through tiles that don't allow passage as well as other events.
Set how frequently the movement will update. This determines the amount of time the event will wait before moving to a new tile. Choose between "Lowest", "Low", "Normal", "High", and "Highest".
Set how the event will appear in relation to characters. Choose between "Below characters", "Same as characters", and "Above characters".
Set what will cause the event to activate and start processing its actions.
|Action Button||The event will activate when the player presses the action button.|
|Player Touch||Same as "Action Button", but the event will also activate when the player touches it using the directional buttons.|
|Event Touch||Same as "Action Button" and "Player Touch", but the event will also activate when it touches the player.|
|Autorun||The event will activate as soon as it appears.|
|Parallel Process||The event will activate as soon as it appears and will repeat continuously.|
Enter event commands.