#author("2026-06-18T07:13:06+09:00","default:admin","admin") #author("2026-06-18T07:17:53+09:00","default:admin","admin") ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>'' *Creating an Event 3 [#dae06a6b] ''Continuing from the previous page, we’ll set up a mechanism for crossing the cliff.'' ''In this section, we’ll also briefly explain an important concept called "parallel events."'' **"Stone Block" Event [#te048ee4] ''Let’s create an event for a stone block that can be moved using the old man’s power.'' When the player steps on the block, it will carry them to the other side of the cliff. ***Disabling Falling by Gravity [#z8cc5da8] ''First, select the terrain at the bottom of the cliff and press ''G'' to create a custom event.'' When the Event Editor opens, click the Graphic field in the sheet to open the Asset Picker. Go to the Ready to Use tab > 3D Stamps > reserved > For Event Templates, and select Stone Block. Once the stone block is set, close the Event Editor for now. #ref(./Creating an Event 3_1.jpg,40%) #br Back in the Map Editor, use the manipulator to lift the displayed stone block up to the same elevation as the cliff edge. A warning dialog will appear during this step — press OK to proceed. #ref(./Creating an Event 3_2.jpg,40%) #br Now try a test play. As you approach the cliff, you’ll notice that the stone block you lifted earlier has fallen to the bottom. #ref(./Creating an Event 3_3.jpg,40%) #br Right-click the stone block and choose ''"Falling by Gravity"'' from the context menu. A dialog will appear saying "Falling by Gravity is turned off" — press OK to confirm. #ref(./Creating an Event 3_4.jpg,40%) #br ''Try another test play.'' Now that Falling by Gravity is disabled, the stone block will remain floating in the air. #ref(./Creating an Event 3_5.jpg,40%) #br ''In Bakin, events that are placed in mid-air will naturally fall due to physics.'' ''However, by disabling natural fall, you can create events that float in place.'' ***Moving a Stone Block [#m5f3cf82] ''Double-click the stone block in the Map Editor to open the Event Editor.'' ''1. In the Sheet List, rename the "Event Sheet" to "Block Moves".'' ''2. In the Sheet Conditions section, click the Add button and choose Event Switch.'' Click the event switch field to open the Select Variable Box dialog. Under the "Normal" tab, select "Gave the Item" and click OK. Leave all other settings unchanged. ''3. In the Change Elements During Sheet Execution section, change Orientation Control from Normal to "Fixed".'' ''4. In the “Command Script” field, change “Event Starts” (event trigger) to &size(16){“Automatically Start (Repeat in Parallel)”};'' ''5. Click the "+" button, then from the Command Selector, choose the "Control" category > "Wait Specified Time" panel.'' Set Wait Time to 2 seconds. #ref(./Creating an Event 3_6.jpg,40%) #br ''6. From the Command Selector, go to the "Events" category and add the "Make Event Walk to Specified Coordinates" panel.'' Click the "Specify the Destination" button under "Specify from Map". ''7. Click the desired destination for the stone block on the map. A red marker will appear at the clicked position.'' Click OK to close the window. (If you know the exact XYZ coordinates, you can input them directly in the fields at the bottom of the window.) #ref(./Creating an Event 3_7.jpg,40%) #br ''8. Right-click the "Wait Specified Time" panel you added in step 5, and choose Copy.'' Then, right-click the bottom-most "+" button and choose Paste. ''9. Right-click the "Make Event Walk to Specified Coordinates" panel you added in step 6, and choose Copy.'' Then, right-click the bottom-most "+" button and choose Paste. ''10. Click the second (pasted) "Make Event Walk to Specified Coordinates" panel to open it.'' Click the "Specify the Destination" button under "Specify from Map". In the window that opens, click on the location where the stone block was originally located. #ref(./Creating an Event 3_8.jpg,40%) #br The "Block Moves" sheet should now look like this: #ref(./Creating an Event 3_9.jpg,40%) #br Return to the Map Editor and check the position of the yellow marker that indicates the stone block’s destination. If it's lower than the height of the cliff’s edge, use the manipulator to adjust the height so it lines up correctly. #ref(./Creating an Event 3_10.jpg,40%) #br ''&size(16){(Question)};'' When you start test play, this event (the stone block) is not visible. What must happen during gameplay for it to appear? Also, how could you modify this event so that the stone block is visible from the beginning? ''Let's test!'' Start the test play. As you progress, the stone block will appear and start moving. Time it carefully, hop on the stone, and cross to the other side of the cliff! ***Try Changing the Event Settings [#d171fd02] ''Let’s make a few adjustments to the event settings for the stone block we created earlier.'' Double-click the Stone Block in the map to open the Event Editor. First, in the "Change Elements During Sheet Execution" section, change "Orientation Control" from "Fixed" to "Normal", then run a test play. #ref(./Creating an Event 3_11.jpg,40%) #br Now when the stone block moves, it spins to face the direction it’s heading before moving. Setting "Orientation Control" to "Normal" makes the object face its movement direction before it starts moving. Double-click the stone block to revert the change you just made. After that, change “Event Starts” (event trigger) to ''"Automatically Start (Repeat)"''. #ref(./Creating an Event 3_12.jpg,40%) #br Now if you test play again, the stone block starts moving after you give the item to the old man. However, you’ll notice that the player becomes unresponsive during this time. ***Parallel Execution [#d3c491a1] ''Events that use the term “parallel” in their trigger settings—such as “Automatically Start (Repeat in Parallel)”—or events that utilize a “parallel sheet” in the event sheet are referred to as &size(18){“parallel events.”};'' #ref(./Creating an Event 3_13.jpg,40%) #br ''Normally, when an event starts running, it holds the entire game until it finishes.'' This means the player cannot move or perform any actions while the event is in progress. ''In contrast, parallel events run without halting the game.'' They operate alongside other events and allow the player to move freely while the event is running. Use this knowledge to choose between Normal and Parallel execution appropriately, depending on the situation. #ref(./Creating an Event 3_16.jpg,40%) #br So, in this case, because you used a non-parallel trigger, the event locked the entire game, including player controls. //You can find a more detailed explanation on the [[Parallel Events]] page, so be sure to check it out later. **Creating an Event to Enter the Cave [#l3ca397c] ''Now that you can cross the cliff, let’s create an event that allows the player to enter a cave.'' ''First, open the [[Map List Palette]], and add a new map called "Map_3" for the cave. Then return to Map_2, and place the “Cave Entrance” event template at the entrance of the cave.'' Please set the destination to the newly added cave map (Map_3) at coordinates (X: 12.5, Z: 23.5). Next, click the “Settings” button next to “Collision Size”. In the dialog that appears, enter "3" for the X value. #ref(./Creating an Event 3_14.jpg,40%) #br Once you close the event template, you’ll notice that the white box around the event on the map has gotten bigger. (If you don’t see this box, make sure ''the Collision Display toggle at the bottom right of the Map Editor'' is turned on.) #ref(./Creating an Event 3_15.jpg,40%) #br This white box represents the event’s ''&size(18){collision detection area (hitbox)};''. If the box is too small, the player may have trouble interacting with the event—especially when approaching from the edge of the entrance—making it hard to enter the cave. ---- ''Now you're able to cross the cliff and enter the cave!'' ''This is a great time to try customizing the event a little to deepen your understanding of event creation. Here are a few ideas:'' - ''Show a message when the player interacts with the treasure chest without having a key'' - ''Make the old man walk away after the player gives him the Spirit Orb'' - ''After handing over the Spirit Orb, remove it from the player’s inventory'' ''You can also tweak the placement of the old man and treasure chest, the enemy encounter rate, and the area where enemies appear to adjust the difficulty of clearing the map. That can make your game more engaging and personalized.'' ''By now, you’ve probably been test playing many times and repeating the same steps over and over.'' ''Wouldn’t it be nice if you could make that a bit easier?'' ''Let’s look at how to use the debugging features on the next page.'' ---- ''&size(16){Next: [[Debug Features:https://rpgbakin.com/pukiwiki_en/?Debug+Features+%28Beginner+Tutorial%29]]};'' ''&size(16){Previous: [[Creating an Event 2:https://rpgbakin.com/pukiwiki_en/?Creating+an+Event+2+%28Beginner+Tutorial%29]]};'' ---- ''&size(16){[[Event Switches:https://rpgbakin.com/pukiwiki_en/?Event+Switches+%28Beginner+Tutorial%29]]};'' ''&size(16){[[Common Events:https://rpgbakin.com/pukiwiki_en/?Common+Events+%28Beginner+Tutorial%29]]};'' ---- ''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''