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Common Events Guide

Plz leave comments!

There is more to come. I just got tired of typing atm xP

Welcome to Tepea'rs Common Events Tutorial!
Here you will learn Many MANY things that you can do
using common events, that otherwise would mostlikely
need some sort of script or something... Anyways
Common events will simplify your life... BIG TIME.

In this thread you will learn the basics down to
making your own lottery card system, summoning
system (with summons that lvl up) How to create
skills such as theivery and gambling attacks (Ill
describe this more later on.) The power of common
events is literatly endless.

Chapter 1
The meaning of common events.

Common events are events that
will be used frequently. This could
include a long list of things that will
now be simplified by making one thing. For
example, when we get into making the stealing
from ppl walking around on maps, ull need to
make a common event, or you'll be making
a LOT of events over and over and over....

Chapter 2
The Basics

Even if your great with events doesnt meen
u can take common events to full use. U have
to have good common sence and an average math
level, and fully understand how much curency
will be flowing in your game (If your going to be
selling weapons in shops for like 30 gold when u set
up the theiving system don't make the reward like 100 gold!)

Ok time to set up your first common event; opening doors.

Go into your common events tab inside the Database.
Change the maximum size to around 10 - 15.
(of course you could always make more!)

Name the first common event Door Opening
Now this is basicly the same as making a normal event.
just double click on the part to start making your
event and select set move route (make sure the dropdown
box says this event). Now select
turn left
wait 4 frames
turn right
wait 4 frames
turn up
wait 4 frames
Play SE 024-Door01
Wait for moves completion

Now your ce (common event) should look like this.

Code:
@>Set Move Route: This Event
 :              : $>Turn Left
 :              : $>Wait: 4 frame(s)
 :              : $>Turn Right
 :              : $>Wait: 4 frame(s)
 :              : $>Turn Up
 :              : $>Wait: 4 frame(s)
@>Play SE: '024-Door01', 80, 100
@>Wait for Move's Completion
@>

Now, make a new event somewere on a map, set the graphic to a door
(One of the ones on the TOP row.) Leave everything the same EXCEPT
double click the little event thing and select Call Common Event...
(Its the 3rd from the bottom on the first page first row) and select
Door Opening. Click OK Click Apply then OK and start the game. Walk
up to your door and click the spacebar. Wala it shows the door opening
and plays the sound of the door opening. This could be used to open
treasure chests and things like that. You may want to make a new one
with different sounds for a treasure chest. (if your that picky :P)


Chapter 3
Setting up systems. (lottery, Gamble attacks, Summons, Theiving during
battle and on the map, resurection spells & items, Dual Spells (spells
that require 2 CERTAIN ppl to be in the battle.) and much more!)

Lets start with something Im sure you've all been waiting for.
The theiving system. This system will be for out of battle play.
This will feature a jail, Them hurting u and a succesful loot.
This event is very loose and almost everything down to the ammount
of money you get from stealing can be changed!

What will I need?

You will need the following.

1 map (the prison)
4 variables (Name them: Steal, Jail, Pick Lock, Bail)
Now to start off.
Name your common event Steal

Start the event with
A control Variable command. Have it select a random number
between 1 and 7 for variable 0001: Steal
Now make a nother control variable command. Have it select
a randum number between 1 and 75 for variable 0002: Jail
Now make a conditional Branch command and select Less than
or equal to 15. Now select Text. Type in Your for the Jail!
Now select a Transfer player event and transfer it to the
jail cell you should have created. Now after were u see Else
make a conditional branch event for Variable 0001: Steal and
set it to equal to 7.
Now make a Play SE event and select the SE 055-Right01.
Now a text event. The text should be You successfully pickpocketed and Got 30 Gold!
Now make a change gold event and have it add 30 gold.
After Else make a conditional Branch Event for Variable 0001: Steal
Have it set to Is not equal to 7.
Next select a Play SE Event and have it play 058-Wroung02
Now make a text event and select What do you think your doing?!?
Make a Change HP event and have it take away 25 HP from the entire party.

Thats it for this event. Look below for a better look at what it should look like.
Things surrounded by {}'s are just there to tell you something I thought would be
usefull. u can change the chance of stealing and everything in this event. Mess around
with it untill u like it! (We still arent done with this yet so dont get excited!

Code:
@>Control Variables: [0001: Steal] = Random No. (1...7)
@>Control Variables: [0002: Jail] = Random No. (1...75)
@>Condition Branch: Variable [0002: Jail] <= 15
  @>Text: Your for the Jail!
  @>Transfer Player:[002: prison], (008,005) {THIS IS WHERE THE PLAYER GOES INTO THE JAIL!}
  @>
 : Else
  @>Conditional Branch: Variable [0001: Steal] == 7
   @>Play SE: '055-Right01', 80, 100
   @>Text: You successfully pickpocketed and
   :         :Got 30 Gold!
   @>Change Gold: +30
   @>
  : Else
   @>Conditional Branch: Variable [0001] != 7
    @>Play SE: '058-Wroung02', 80, 100
    @>Text: What do you think your doing?!?
    @>Change HP: Entire Party, -25 {Set this to whomever you want to take the damage & the ammount.}
    @>
   : Else
    @>
   : Branch End
   @>
  : Branch End
  @>
 : Branch End
@>

Now that you have the jail set up and a way to get there, how do u plan to get out? By making
a second common event!

Name this event Pick Lock
Make a Show Choices Event. Name the choises Pick Lock and Forget it
Have the cancel thing on choice 2.

Under were it says : When [Pick Lock] Make a Control Variables Event and have it pick a random number
between 1 and 7 for variable 0003: Pick Lock
Make a conditional Branch and set it to variable 0003: Pick Lock is greater than or equal to 5
now have it play SE 028-Door05
Now have it Display the Text: Success!
Transfer the player to the outside of the jail cell door
After the Else Make a conditional branch and set it to variable 0003: Pick Lock is less than 5
Then Display the text No Luck

Thats it! Look below for a complete view.

Code:
@>Show Choices: Pick Lock, Forget it
 : When [Pick Lock]
  @>Control Variables: [0003: Pick Lock] = Random No. (1...7)
  @>Conditional Branch: Variable [0003: Pick Lock] >=5
   @>Play SE: '028-Door05', 80, 100
   @>Text: Success!
   @>Transfer Player:[002], (008,009, No Fade {Basicly make them standing outside of the door}
   @>
  : Else
   @>Conditional Branch: Variable [0003: Pick Lock] <5
    @>Text: No Luck
    @>
   : Else
    @>
   : Branch End
   @>
  : Branch End
  @>
 : When [Forget it]
  @>
 : Branch End
@>

Now to set it up just make a person on a map that u want to be able to steal from
(Its best to do this to almost everyperson!) now when you talk to them have it show the choices
Talk, Steal, Leave. When Talk put whatever you want. When Steal call the common event Steal and leave
When Leave alone. Now go into your jail map and by the door (Ontop of it... Werever youll be able to
walk by and click I should say (OF COURSE MAKE IT AS CLOSE TO THE DOOR AS POSSIBLE!)) leave it at
action button and call the common event Pick Lock. Now there you go, a theiving system. Now wen u
try and steal from the person ull steal 30 gold get jailed or get hurt. (depending on if u changed
anything) and if u get jailed u can pickpocket your way out and get into whatever town the jail is in.

Setting up a summoning system!

This is about as basic as it can get........
U will need the following.
A skill for every summon.
An actor for every summon.
A summoner.
Weapons and armor for the summon spells (U can select fixed so that it cant be removed(U could make like
Aquas Staff and have only that class be able to use it so that it doesnt hit 0s when it attacks))

Now set up your summoner white mage or whatever you have. To start this out
we'll use a sprite everyone should have, The water elemental. Name the common event
Aqua Marine

To set up the summon spells just have the spell call the common event with the same
name to summon.

Start off with a text event. Make the text something like High Tide.
Make a change party member event and have it remove the summoner.
Make a change party member event and have it add the summon, make sure initialize
is Unchecked.

Make another common event called Cancel
Have it remove all the summons and add back the summoner
Make sure to uncheck Initialize.

Now make sure each summon spell learns this spell at lvl 1

(Not the best but owell ^.^)
 
Before the first sentence was over I decided to stop reading.

Tutorials and articles must have proper- or at least legible- spelling and grammar.

After that I forced myself to skim. And what did I see? You're not TEACHING or EXPLAINING anything- you're just saying "do this, do that".

Terrible tutorial. Try again.
 

Pega

Member

I found it kinda helpful. Especially with the summoning part. I'm doing a sort of FF thing and I wanted that in there. Thnx!
 
Great to see a good common event tut coming out. I am glad you talked about using common events for, well, common events, such as a door opening. Common events really do simplify things. I look at common events as the ability to make your own custom commands ^^,
I look forward to more of this, one comment would be though to start organizing them into spoilers, as this has the ability to get pretty big ;)

@Despain- "do this, do that" does constitute a tut, this just caters more to novice event scriptors, the whole learn by doing mentality. Maybe you should make a more advanced common events tut?
 

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