#author("2026-06-18T06:31:57+09:00","default:admin","admin") #author("2026-06-18T06:32:43+09:00","default:admin","admin") ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>'' *Creating an Event 1 [#r3813b99] ''In Bakin, you can create a wide variety of events by combining different "Event Panels", each with their own unique functions.'' ''Let’s try creating an event without using an event template.'' ***Event Basics [#i2a634b7] Move to another map, "Change the BGM," "Add a new member to the party," "Have cast members talk to each other"— All of these are events. Recover at an inn, "Briefly show a cast member's image when magic is used," "Have enemies roam around the map"— These are also all events. An event consists of three parts: ''&size(16){“the conditions for executing the event,” “the trigger that causes the event to start,” and “what happens when the event runs.”};'' When the specified conditions are met and the designated trigger occurs, the set actions are executed. This is the basic idea behind how events work. ***Inside an Event Template [#lacf0c74] ''First, let’s take a look at what kind of event panels are used in the event template that moves the player between maps.'' Double-click the event symbol (the marker with an "E") placed on Map_2 to open the event template. In the dialog that opens, click the "Convert to Custom Event" button in the bottom-left corner, then click OK in the dialog that appears. #ref(./Creating an Event 1_1.jpg,40%) #br This will open the [[Event Editor]], showing the internal contents of the event template we just created. Let’s take a look at what’s happening inside. #ref(./Creating an Event 1_2.jpg,40%) #br (1) The "Conditions to Run This Sheet" field (sheet conditions) is empty, which means this event is simply waiting for a trigger to occur. Next, (2) the "Event Starts" (event trigger) defines what triggers the event to run. Since "When Player Makes Contact with Event" is set here, the event will execute when the player touches it on the map. Then we have (3) the "Command Script to be Activated During Sheet Execution" (command script section), which contains the actual content of the event. In Bakin, events are created by placing various Event Panels, each with specific functions, in a chronological order. Looking at the panels from top to bottom, we can see the sequence:'' "Play a sound effect" > "Darken the screen" > "Move the player" > "Brighten the screen."'' Now let’s go through each panel one by one. Click on "Play Sound Effect", which is right under "Event Starts." #ref(./Creating an Event 1_3.jpg,40%) #br In the "Play Sound Effect" panel, you can configure which sound to play, its volume, and other settings. When this event runs, the sound effect "SE_Move_1" will be played as defined in this panel. The next panel is the "Brighten/Darken Screen" panel. This panel is configured to darken the screen over 0.2 seconds, and wait until the darkening is complete before proceeding to the next panel. #ref(./Creating an Event 1_4.jpg,40%) #br Next is the "Teleport Player" panel. Click the "Specify Destination" button to see which map and location the player will be moved to. Since the preceding "Brighten/Darken Screen" panel is set to "Wait to Complete," this move panel will only run after the screen is fully darkened. #ref(./Creating an Event 1_5.jpg,40%) #br Finally, the event ends with another "Brighten/Darken Screen" panel, configured to brighten the screen over 0.2 seconds and wait until it’s completely bright before moving to the next panel. Once the screen is fully bright again, the event finishes. #ref(./Creating an Event 1_6.jpg,40%) #br ***Modifying the Event [#rbbb6b42] ''Let’s try adding a few elements to this event.'' Scroll down to the “Brighten/Darken Screen” panel and click the “+” button below it. When the Command Selector dialog appears, select “Sounds” from the category list on the right side. #ref(./Creating an Event 1_7.jpg,40%) #br Next, choose the “Play Sound Effect” panel from the command list on the left. This will add a new panel to your event. You can now choose your preferred sound effect from within the panel. #ref(./Creating an Event 1_8.jpg,40%) #br Now click the “+” button below the panel you just added, and this time select “Conversation” from the category list in the Command Selector. From the command list, choose the “Display Message” panel. #ref(./Creating an Event 1_9.jpg,40%) #br In the “Text to be Displayed” field, enter any text you'd like. Then, click the OK button in the Event Editor to close it. ''Once you’ve closed the editor, try doing a test play.'' Move from Map_2 to Map_1. After the fade-in finishes, the sound effect you set will play, and the message will appear. This is how you build an event—by arranging panels in chronological order. #ref(./Creating an Event 1_10.jpg,40%) #br ***Event Sheets and Event Switches [#h8246ca3] ''Once you’ve confirmed that Map_2 is open in the Map Editor, let’s try placing a treasure chest on the map.'' From the [[Stamps Palette]], go to the “Event” tab, then open the “Searchables” folder and select “Treasure Chest – Get Money”. Place it somewhere the player can reach and open it. Try a test play. When the player interacts with the chest, it opens and grants some money. If you speak to the opened chest again, a message saying “The treasure chest is already empty...” will appear. Now return to the Map Editor and double-click the treasure chest event you placed. When the Event Template window opens, click the “Convert to Custom Event” button to open the Event Editor. #ref(./Creating an Event 1_11.jpg,40%) #br This time, unlike the earlier map transfer example, you'll see that there are two event sheets listed in the (1) sheet list. Each event sheet contains activation conditions and specific event behavior. Here’s what each sheet is for: -“Check the Treasure Chest” sheet handles the interaction when the chest has not yet been opened. - “After Check it” sheet is triggered after the chest has already been opened and the player interacts with it again. ''When determining which event to run, the engine checks the topmost sheet in the (1) list first. (Events higher in the list take priority.)'' If the activation condition of the top sheet isn't met (2), it moves to the next sheet below. Once it finds a sheet whose conditions are satisfied, and its “Trigger Condition” (3) is met, that event sheet will run. Let’s try something: Select the “After Check it” sheet in the list, then click the trash can icon at the top to intentionally delete it. Close the Event Editor by clicking OK, then test play again. #ref(./Creating an Event 1_12.jpg,40%) #br Now, after opening the chest, if you talk to it again, you’ll keep receiving money each time. That’s because we deleted the “After Check it” event sheet, so the system keeps repeating the “Check the Treasure Chest” behavior. After the test play, return to the Map Editor and select the chest, then press Delete to remove it. Then place the “Treasure Chest – Get Money” again from the [[Stamps Palette]], and convert it into a custom event. The “Check the Treasure Chest” sheet defines what happens the first time the player interacts with the chest. If you review the event panels and remember how the chest behaved during test play, you’ll see the logic behind the event sequence. For example, after increasing the player's money, the event uses a “Wait Specified Time” panel to pause for 2 seconds—this lets the sound effect of the chest opening finish before continuing. Now, let’s look at the final panel: “Event Switch ON/OFF.” Click it to see what it’s doing. #ref(./Creating an Event 1_13.jpg,40%) #br It appears to turn on an [[Event Switch]] called “L:NO NAME.” This switch is used in the “After Check it” event sheet. Open the “After Check it” sheet again from the list. You’ll see that under “Conditions to Run This Sheet,” it states: “Event Switch 'L: NO NAME' is ON.” #ref(./Creating an Event 1_14.jpg,40%) #br ''Here’s how this event flow works:'' 1) The system checks the “After Check it” sheet’s condition. The switch is still OFF, so this sheet won’t run. 2) Since the “Check the Treasure Chest” sheet has no special condition, it executes when the player interacts with the chest. 3) At the end of the “Check the Treasure Chest” sheet, the “L: NO NAME” switch is set to ON. That concludes the flow for the first time the player checks the treasure chest. 4) The system checks the conditions for the “After Check it” sheet. Since “L: NO NAME” is now ON, the event content in this sheet is executed. Because the event switch remains ON after the chest is opened once, the “After Check it” sheet will be executed every time the player interacts with the chest from then on. ---- ''Event switches are essential tools for managing the flow of your game.'' ''For more details, see the [[Event Switch]] page.'' ''For more details, see the [[Event Switchs:https://rpgbakin.com/pukiwiki_en/?Event+Switches+%28Beginner+Tutorial%29]] page.'' ''The “Event Switch ON/OFF” panel can be found in the “Switches” category of the Command Selector—try using it in your own events.'' ''Next, let’s create a more advanced setup using events!'' ---- ''&size(16){Next: [[Creating an Event 2:https://rpgbakin.com/pukiwiki_en/?Creating+an+Event+2+%28Beginner+Tutorial%29]]};'' ''&size(16){Previous: [[Changing Battle BGM and Transition Effects:https://rpgbakin.com/pukiwiki_en/?Changing+Battle+BGM+and+Transition+Effects+%28Beginner+Tutorial%29]]};'' ---- ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''