The Common Event Layout
A common event is an event which can apply to any map in the game. They can be found and edited in the database. They can be triggered in a few ways and can either be static (none), parallel process, or autorun. I am using the term static in this circumstance to mean that it runs once and only once for every time it is called. This does not mean it can only be called once: it can be called any number of times, but when it is called, it will not repeat. This kind of event must be called either from a) a local event, b) a battle event, c) the use of a skill, d) the use of an item. Here is a look at the layout:
As you can see, I made big useless boxes around the stuff Enterbrain already boxed. Anyway:
Change Maximum: Misleading name. The maximum number of common events is 999 and you cannot change that. However, you can change how many common events you have stored in your data folder up to a max. of 999. So, in this file there are only two common events, but you can change how many there are.
Name: Label your common event with an appropriate name.
Trigger: What it is that causes this event to run. The static (none) option was described above. Paralell and autorun are the same as in local events and you can refer to that part if you do not know what it is. If you select either of those, you need to specify a switch which turns them on. It can be any switch you want.
List of Event Commands: As expected, this is where the event commands are placed.
Because of the way they function, common events can be used in many ways:
1) Anything that you want to run constantly. For example, if you want to build a dynamic Day-Night System with events, you need the same event to run in every map, and so a common event will work perfectly.
2) An event which is used often in separate events. You can call a common event within a local event by using the Call Common Event command. An example would be treasure chests. My treasure chest common event looks like this:
As you should know what every command in that does, I probably don’t need to tell you, but this event randomly decides what potion you get with 30% chance you get a single health potion, a 30% chance you get a single energy potion, a 10% chance you get two health potions, a 10% chance you get two energy potions, a 10% chance you get an improved health potion and a 10% chance you get an improved energy potion. Now, for every treasure all I have to do is assign a graphic, put it on direction fix, and use the Call Common Event command on this event. This is a pretty simple example, but useful.
3) Custom Items. In the items tab of the database, you see an option called Common Event. Just select a common event from the pull-down menu. Every time the player uses the item, the common event you’ve chosen will run. Useful for a lot of items. Just as an example: books. Just set up the text of the book as a common event and have the book select that common event. You can also use this to limit the use of an item. For items in general, you can use either just once or always. If you wanted an item (for example, a Ring of Fireballs) which is destroyed after using it five times, you have to use a common event like this:
Control Variable: [001: Count Fireball Ring Usage] + 1
Text: You have used the Ring of Fireballs \v[1] times.
Conditional Branch: Variable [Count Fireball Ring Usage] = 4
Change Items: [Ring of Fireballs] – 1
Text: The Ring of Fireballs is broken.
Control Variable: [001: Count Fireball Ring Usage] = 0
Branch END4) Custom Skills. Like the Items tab, the Skills tab also allows you to call a common event. This allows you to make custom skills. For example, if you wanted a skill which could create an item, like potions or something, you could just make a common event like this:
Change Items: [Potion] + 1That probably didn’t deserve it’s own line, but you get the idea that youcan do a lot of things with skills that would be impossible without common events.
Common Events are very important for a lot of event systems. Use them or die!