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Redd‟s Awesome Guide

TO
RMXP EVENT COMMANDS
For somewhat skilled users

Hello there. Most of you know me by Redd. Yeah, the one that can‟t spell his colors right.
Anyway, I‟m here to teach you almost all about the RMXP Event Commands, such as Show
Text… and Show Choices… I hope you will learn lots from this. And make sure you know at
least a little bit, or else some of this might not make sense to you.

Good luck!!!
Show Text – Lets you type in words that will appear on the screen. Sadly, there are only 3
lines to type and 4 lines that show up in the message box in-game. To fix this, you can right
click on the big white space where you throw in all of your event commands and then click
“Batch Text Entry.” Even though it shows lines where to stop, following them will sometimes
get you nowhere.
Show Choices – Lets you type in choices to appear in or above the message box
depending on the number of lines in the previous message and the number of choices there
are. These are made to make “Are you sure?” questions, quizzes, and other interactive stuff
that affects the game play.
Input Number – If you don‟t know how to do variables yet, look at the variables part first.
This allows you to have the player enter in a code. After you have chosen a variable to store
it in, you can choose how many digits this code will have and then click okay. Once the time
comes to check if the code is right, you are going to want to go into a conditional branch
with a variable. So like, “If variable001==357954, Set Move Route „Door‟ – Change graphic
to {Door 3, 3}” “Else – Show Text: Access Denied” or something like that, so that if the
player doesn‟t get the code exactly right, it will not let him/her through the door.
Change Text Options – This command will let you change where and how the message
box looks in the game. So you can set the Position for Middle and have it hide the window,
for scenes where the screen is tinted black and white text is showing up instead of a big
blue box.
Button Input Processing – I‟m still not completely sure what this does, and I‟ve never
really had to use it, but it seems as though someone hits a button and it will store it in a
variable. So if they hit shift it would store it there… There‟s an ABS system by Quiversee
that only uses events, and I‟ve seen this command in there a few times, so you could
probably pull something out of that.
Wait – This waits for however many frames you need it to. 20 frames = 1 second, so if you
wanted to have it wait for ten seconds it would obviously be 200 frames. I suggest not
taking too long with these though, because ten seconds can feel like forever when you‟re
staring at a computer game waiting for something to happen.
Comment – With certain scripts, making a comment makes the script activate. Like in
some shadow scripts, if you want an event to have a shadow, you put the comment “o”
before everything else in the event. Comments usually work anywhere in the event but
some scripts require you to have it at the top of the event page.
Conditional Branch – Here‟s where these come in. It can be very tough to explain but it is
way easy to learn, so bear with me. Remember that code that you set a while ago…
357954, the 6 digit code? This is where that‟s going to come in. You would just click the
Variable circle button, choose variable001, make sure it says Equal to, and where it says
constant, type in 357954. Hit OK. Looks good huh? There are tons of things you can do with
conditional branching, like if you don‟t have Aluxes in your party you can‟t go to a certain
map or play a certain mini game, or even can‟t go on to beat the rest of the game. There
are a whole bunch of things you can do with conditional branching.
Loop – Whatever you put after loop and before Repeat Above will repeat itself over and
over again until you finally decide to put in the right answer, in which it will end the loop,
which we will go over soon. Say if you wanted to go to a town, and the choices were “Enter,
Leave, Info” and you clicked info. It tells you all of this stuff and then just exits out of the
message box. You have to click the town again and go through it all. It‟s a big waste of
time. Well, if you put all that stuff in between the loop, it would repeat it after the Info was
done. Labels also serve this function. Another thing is, if there was a health generation spot
and your character stepped on/near it, it would give him health. If you didn‟t put this in a
loop or use labels it would only give him health once UNLESS you kept on leaving and going
back again.
Break Loop – If you were asked to save and the choices were “Save” and “No Thanks”
(inside of a loop) then if you kept on clicking “No Thanks” it would keep on asking you to
save. Once you finally gave in and said “Save” it would go to the saving screen and after
the screen you would put a Break Loop, since it breaks the loop. It ends it. The loop does
not happen anymore unless you click on the guy who‟s trying to get you to save again,
which I don‟t think anyone would do.
Exit Event Processing – This basically kills the event, but it‟s still there, using up memory
that you could be using to run Half Life in the background, thinking “What a boring NPC. He
only says something once and then he doesn‟t anymore. He doesn‟t even explode.”
Although, this can be handy at times of need. I‟ve never had to use it though.
Erase Event – This erases the whole event, the whole enchilada. The only thing is that it
comes back if you back into that map. So what you have to do is set up self switches before
the event is erased temporarily and make a new page and all that fancy stuff to make sure
the player isn‟t getting annoyed by the same epic clipscene over and over again.
Call Common Event – Common events can be added in the database under the Common
Events tab. These are events that you are going to be using very often, usually, or have
something to do with a script. One that I can name off the top of my head is Game Over to
Heaven. It calls a common event that teleports the player to what map the creator set up in
the common event. So these things are pretty useful if you don‟t want to spend your days
copying and pasting every last event piece and snippet.
Label – Remember when we talked about these earlier? Of course you do. If you have set
up an options menu with the Show Choices command, you can do something pretty cool.
Before the little custom option menu pops up, make a label that says whatever you want.
Continue on with your options, but make sure there is a way to get out, like a “No” or a
“Never mind” choice. This is where the next thing comes in.
Jump To Label – Type in the same thing as you did for the Label and put it under your
“No” choice. When you test play your game you will find that once you click “No” it will take
you straight back to the top of the menu, or back, or whatever. You can do this in
alternative for the loops, but I find the loops a lot easier because Labels can be a little
buggy sometimes if you don‟t put them in the right place.
Control Switches – Switches are almost exactly like variables, except you turn them off
and on and you can„t store anything inside of them. Say if there was a guy who burst
through the window if switch006 was turned ON, and he didn‟t if it was turned OFF. That‟s
basically what that means. It‟s controlling things to happen only if a switch has been turned
on/off. To toggle this, just click your switch and turn it on or off. Pretty simple, huh? These
fit into conditional branches more than they do not.
Control Variables – We‟ve gone through a lot of the variables already, haven‟t we? These
are just like switches, but with waaaaay more possibilities since they can be over 9,999,999
digits. You just can use the same one at the same time, which sucks just a little bit. There
are many possibilities with variables also, so experiment with them and see what you get.
For an advanced tutorial on variables, you can find Zeriab‟s Variable Guide, which is really
useful if you have no idea what half of the stuff does.
Control Self Switch – You‟ve heard this one, huh? These are just like extra switches that
are room specific. You get A, B, C, and D. This is where making an event disappear forever,
or the correct term, switch pages, comes along. You can also use this method with normal
switches and variables if you run out of self switches. Right before Erase Event, make a Self
Switch… let‟s just say A, turn ON. Make a new event page by clicking New Event Page near
the top left of the screen, and on that new page right above where the character‟s graphic is
it says Self Switch [] is ON. Click the box next to it and make sure it says A. This will make
it so that your event doesn‟t come back because A is on in that map until you turn it off.
You can also get real fancy with this and do treasure chests that switch to the second page
with the self switch A but have a different graphic, like one of the treasure chest opened
and it doesn‟t have anything inside of it.
Control Timer – This makes it so that there is a little timer on the top right of the screen,
letting you know that you have to do something before time runs out, or that something
happens when time runs out. You do this by using a Conditional Branch. On the first tab of
conditional branch at the bottom, there is a timer option, so you could make it so that if the
timer was at 0:00 then you would get game over or something.
Change Gold – This is pretty self-explanatory, I hope. You can change the gold with either
your input or the player‟s input through a variable and input code.
Change Items – This is the same as gold, except that you get to choose what item to give
or take away from the character, and how many of them.
Change Weapons – Same thing.
Change Armor – STILL the same thing!
Change Party Member – This lets you take characters and put them into the party, either
initialized or not. If the character is coming back to your party after being stolen or NOT
being in your party, DON‟T click Initialize, because it will erase all of your character‟s hard
earned stats. Only select initialize if they are coming into your party for the first time.
Change Windowskin – If you have different windowskins in your game, like a zebra
patterned one and a green one, then you can switch off between the two with this event
command.
Change Battle BGM – If there is a big battle coming up in your game and you need
different music instead of the old original music that you used to have for every single battle
in the game? This is where to go. Right before the boss battle, you should throw this guy in
there to change the music from something a little fight-y to a lot scary.
Change Battle End ME – Beating the boss is better than just a regular enemy, right? So
put this before the Change Battle BGM in your event to make it sound a whole lot better to
be defeating the boss.
Change Save Access – If you don‟t want your player to be saving from the menu at any
time they want, but instead at crystals, then you can change this to being disabled until the
time comes to save at a save crystal. Then you can disable it again.
Change Menu Access – Just like changing the save access, this makes it so that you
would have to go to a menu crystal or something to access the menu.
Change Encounter – If you have random encounters in your game, but only want them in
the grass, you can disable this with an autorun event, erase it (without a self switch) and
then put it back on when the player steps in the grass when the player steps into it.
Transfer Player – This teleports the user to the exact place you want, and it also includes
a fading effect! You can also use variables to teleport players to exact coordinates.
Set Event Location – Does the same exact thing that Transfer Player does, except it
moves events instead of the player.
Scroll Map – This scrolls the “camera” around the screen, which is useful for cut scenes
and custom-made battles. Set the speed and how many tiles you want and voila!
Change Map Settings – You can change the panorama, the fog, and the battleback
graphics for just that map.
Change Fog Color Tone – Allows you to change the color of the fog on that map.
Change Fog Opacity – Changes the opacity (or transparency) for the fog.
Show Animation – Lets you show an animation (like an explosion or question mark) over
an event or the player.
Change Transparent Flag – This changes the transparency of the player. It‟s useful for
cutscenes when you don‟t want the player to be shown.
Set Move Route – HOLY CRAP! There‟s a lot of stuff in this. It‟s pretty self explanatory. If
you have any questions about this, ask on your local RMXP forum. I‟m sure they will help
you. This just moves the player or an event.
Wait For Move’s Completion – This is a lot easier than making Wait commands that have
a certain amount of time. This basically just waits until the Move Route is finished and then
moves on to the next command.
Prepare for Transition – This gets the game ready for a transition. Always use before a
transition.
Execute Transition – The makes a transition happen. Make sure you Prepare for Transition
first!
Change Screen Color Tone – This changes the color tone of the screen. This is useful for
making the map appear as night-time.
Screen Flash – Makes the screen flash, which is useful for lightning striking, someone
getting sliced, etc.
Screen Shake – This shakes the screen. You can set the power, speed, and how many
frames it lasts (80 frames would be four seconds for a minor earthquake)
Show Picture – You can show pictures that you have imported to the Pictures folder in
your game here. It‟s a bit hard to figure out all the coordinates and everything for where
the picture is supposed to go, but I have confidence you can do it!
Move Picture – Moves whatever number of picture you want to move to a specific
coordinate.
Rotate Picture – This should be pretty self-explanatory. It just makes the picture spin
around. You can set the speed.
Change Picture Color Tone – You could change a dark picture to make it lighter, or more
blue, or something like that.
Erase Picture – Takes the picture off of the screen. You can choose which picture to
remove.
Set Weather Effects – You can change the weather to none (Sunny), Rain, Storm, or
Snow. You can set the power of these effects, and also how long it will last. You must put
this in a Common Event or a Parallel Process event to make this work correctly, or else your
game will freeze up. There are lots of scripts that have many more weather effects.
Play BGM – Lets you choose music from the BGM folder to play.
Fade Out BGM – Fades the BGM to nothing. You can set how long it will take also.
Play BGS – Lets you choose background music from the BGS folder to play.
Fade Out BGS – Fades the BGS to nothing. You can set how long it will take also.
Memorize BGM/BGS – “Saves” the BGM/BGS for later reference.
Restore BGM/BGS – Takes the saved BGM/BGS and plays it.
Play ME – Lets you choose sounds from the ME folder to play.
Play SE – Lets you choose sounds from the SE folder to play.
Stop SE – I never really understood why they needed to put this in if all it was for was to
stop a 1 second sound. It doesn‟t do jack squat.
Battle Processing – Makes the battle scene with an enemy come up. You can customize it
to make it so that you can‟t escape, and make it so that if you lose something else happens
(which is basically like a conditional branch).
Shop Processing – Comes up with the shop window. You can choose which items to
include in the shop with the little box that comes up right before the command is entered
into the event space.
Name Input Processing – Comes up with a window to change the player‟s name. You can
make their custom name show up in message boxes by using the code “\n[x]” (without
apostrophes, x = hero id)
Change HP – Gives a single player, or the whole party, health.
Change SP – Gives a single player, or the whole party, stamina.
Change State – Changes the state of a single player, or the whole party, so if you wanted
anyone to not be poisoned anymore, you could remove the state that causes poison.
Recover All – Gives a single player, or the whole party, full health, stamina, and removes
all statuses.
Change EXP – Gives a single player, or the whole party, a set amount of EXP for say,
helping and old lady across the street.
Change Level – Changes the level (+ or -) of a single player or the whole party.
Change Parameters – Allows you to change a player‟s MaxHP/MaxSP/STR/DEX/AGI/INT to
different amounts without raising their level.
Change Skills – Makes a player learn or forget a skill.
Change Equipment – Changes what a player is carrying. (Weapon/Shield/Helmet/Body
Armor/Accessory)
Change Actor Name – Changes the player‟s name without them typing it in. So if you had
a show choice option of “Brian/Hank/Choncho/Other” and the player chose Brian, you could
have it change their name to Brian.
Change Actor Class – Changes what class an actor is, such as changing a Fighter to a
Thief.
Change Actor Graphic – Changes the character graphic and battle graphic of a player, like
changing 001-Fighter01 to 001-Theif01.
THESE NEXT EVENTS ARE ONLY USED IN BATTLE! To make these event commands
work in battles, go to Troops and edit the event space on near the bottom.
Change Enemy HP – Changes (+ or -) the health of an enemy or the entire troop to
whatever you set.
Change Enemy SP – Changes (+ or -) the stamina of an enemy or the entire troop to
whatever you set.
Change Enemy State – Changes the state of an enemy or the entire troop. For example, if
you wanted to make one of the enemies come back to life or something, you could take
away Death from one of them.
Enemy Recover All – Gives an enemy or the whole troop full health, stamina, and
removes all statuses.
Enemy Appearance – Makes a new enemy appear on the battle field (like if you wanted
reinforcements to join them).
Enemy Transform – Makes an enemy change into something else (such as a man turning
into a zombie).
Show Battle Animation – Shows an animation on the player/whole party or the
enemy/whole troop (like if an earthquake happened randomly and you wanted your whole
party and the whole troop to have animation 039: Earth 1, you would make this in two
event commands).
Deal Damage – Deals damage to a player/whole party or an enemy/whole troop (like after
the earthquake had happened).
Force Action – This makes it so that an enemy or player HAS to do something, whether it‟s
at that moment or later on in the battle. There are quite a few combinations of stuff you can
concur, so work with it!
Abort Battle – Immediately quits out of the current battle, which would be good for a cut
scene, dream, etc etc etc.

Call Menu Screen – Brings up the menu screen. No idea where you would use this except
if you disabled use of the main menu unless you accessed it through a crystal or computer
or something.
Call Save Screen – Brings up the save screen. This is pretty much the same as Call Menu
Screen as far as descriptions go.
Game Over – Too bad, you lost. And you didn‟t even die through a battle. That‟s gotta be
real pitiful man.
Return to Title Screen – Returns the user to the title screen, like if they completed the
game or something and you want it to just end.
Script – Calls a script to be run. A lot of scripts require that you do this. Here are some
built in commands (don‟t put in apostrophes):
“$scene = nil” shuts off the game without going through anything. It just shuts it off
as the Shutdown option would.
“$scene – Scene_Load.new” makes it so that your player can access the load screen
from a crystal or something. I don‟t know why they didn‟t add this in an event
command.
“print = „x‟” makes a box appear that looks like an error box. x = what it will say.

And there you go. That‟s the whole thing. I bet you‟re happy now, right? Well, good luck
with everything!

The
End
©RedRedd Productions 2009
You can send me any fan mail at redredd@live.com or send me a PM on the following sites:
www.redredd.co.nr
www.rpgrevolution.com
www.rpgmaker.net
My username is Redd on all 3 sites.

You may not post this material anywhere without my permission!

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