RMVX NPC Tutorial for Beginners

This tutorial will cover the basics of effective and efficient Non-Player Character creation, from displaying messages to shop processing. Since this tutorial is mainly targeted towards novice eventers, it may or may not be beneficial for more experienced eventers.

Event Page Overview

As you can see in the above screenshot, the event page can be quite challenging for a novice eventer to go through alone and some help may be needed to learn the gist of it. Since the Conditions, Graphics, Trigger and Autonomous Movement sections are self-explanatory; those parts will be skipped.

Options – This section manages the behaviour of the event sprites. Walking animation will show the event sprite to continuously animate, even when it stays put. Stepping animation on the other hand only lets the sprite to animate if it moves. Direction fix, if ticked will cause the sprite to be in a fixed direction so it will not face to the player if the player talks to the NPC. Through causes the event to ignore any passabilities.

Priority – This manages the position of where the sprite of the event will be. “Below” will enable to player to step on the event, “Same” will only let the player to collide with the event, while “Above” are used if the object is in reality above the player e.g. birds. For NPCs we will need to use “Same as Characters”.

Show Choices Event command

This simple and powerful event command will enable the player to make their own choices. The “When Cancel” section is used for when the player presses the cancel button, if you wish to make another event for that. You can write the choices provided and each choice will be a branch of its own.

Show Baloon Icon (!)

An often abandoned but useful event command, the show baloon icon event command will display expression and feeling icons of your choosing. It can help convey the message to be delivered more clearly and effectively for the players.

Show Text command

The root and most basic of all event commands, an NPC would be nothing without any of these. You can adjust the face displayed along with the message, the type of window, and position in this section. The feature of previewing the message (shortcut: F2) is also convenient.

There are also multiple message codes for the default message system, shown below :

Replaced by the variable numbered n.
Replaced with the actor numbered n.
Colors text from that point in the color numbered n. What color n represents is set via the system graphics.
Opens the money window.
Waits for 1/4 second during message display.
Waits for 1 second during message display.
Waits for button input during message display.
Displays the rest of the characters on the same line all at once.
Does not wait for input after the message is displayed.

And that’s the end of the *short* tutorial!



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